Cleansing Elixirs

by

in

From: Ironweave Foundry

Lore: The creation of Cleansing Elixirs is a blend of alchemical expertise and magical infusion. Crafted within the alchemy chambers of the Ironweave Foundry, these elixirs are born from a carefully guarded recipe passed down through generations. The process involves distilling rare herbs and mixing them with enchanted water obtained from mystical springs believed to hold purifying properties.

Originally devised to combat the spread of waterborne illnesses and to cleanse polluted water sources, the Cleansing Elixirs quickly proved invaluable for maintaining public health. As their effectiveness became widely recognized, demand soared, prompting the Foundry to increase production and expand distribution networks to provide essential aid to hospitals, clinics, and apothecaries throughout Saṃsāra.

Assign Values (Tier One Stats):

  • Cost: 50 gold pieces for a vial of Cleansing Elixir (sufficient for several treatments).
  • Size: Small vials, about 4 inches in height, tightly sealed for preservation.
  • Requirements: Highly skilled alchemists with proficiency in identifying and processing rare herbs and enchanting water are needed to craft these elixirs effectively.
  • Tags: Alchemical, Healing, Purification, Enchanted Water, Rare Herb Distillation, Public Health Aid, Water Purification, Immune System Boost, Detoxification Support, Traveler’s Essential, Charitable Outreach, Alchemical Precision, Ironweave Benevolence

Skills:

  • Alchemy: Crafting Cleansing Elixirs requires adept alchemical skills to combine the rare herbs and enchanted water in precise proportions.
  • Herbalism: Knowledge of rare herbs and their properties is crucial in identifying the correct ingredients and their purification methods.

Public Distribution: The Ironweave Foundry recognizes the essential role of the Cleansing Elixirs in public health and safety. As such, these elixirs are distributed to hospitals, clinics, and apothecaries across Saṃsāra to ensure easy access for those in need. The Foundry maintains contracts with reputable medical institutions, forming a reliable supply chain to meet the growing demand for these life-saving elixirs.

Furthermore, the Foundry also collaborates with charitable organizations to provide the Cleansing Elixirs to regions facing water contamination issues, often resulting from industrial waste or natural disasters. This outreach program ensures that even the most impoverished areas receive aid in mitigating waterborne diseases.

Results and Usage: The primary use of Cleansing Elixirs is to purify water sources contaminated with harmful substances, rendering them safe for consumption. Local authorities and water management officials often utilize these elixirs to treat wells, rivers, and reservoirs, protecting entire communities from waterborne illnesses.

In hospitals and clinics, elixirs are employed to treat patients suffering from waterborne diseases or intoxication caused by ingesting harmful substances. Cleansing Elixirs has proven effective in accelerating the body’s natural detoxification process and boosting the immune system, aiding in the recovery of the afflicted.

Additionally, some individuals use these elixirs as a preventive measure, taking small doses regularly to bolster their immunity against potential waterborne threats. The Cleansing Elixirs are considered a valuable item in every traveler’s kit, providing peace of mind during journeys to remote or unfamiliar regions.

The Ironweave Foundry takes great pride in producing the Cleansing Elixirs, knowing that their contribution to public health ensures the well-being of Saṃsāra’s populace. As a result, these elixirs have become a symbol of compassion, care, and social responsibility in society, reinforcing the Foundry’s reputation as a paragon of progress and benevolence.

Perception of Activation:

  • User’s Perspective
    • Sight: When you uncork the vial of Cleansing Elixir and pour it into a contaminated water source, the liquid immediately begins to shimmer with a radiant blue glow, swirling with tendrils of light in hues of sapphire, emerald, and gold. The elixir spreads through the water, creating a mesmerizing vortex of color that purifies the liquid, turning it crystal clear. Faint, ethereal wisps of steam rise from the surface, carrying a soft luminescence that dances in the air like tiny fireflies.
    • Sound: A gentle, melodic hum emanates from the elixir as it activates, a sound reminiscent of a distant waterfall mixed with the soft chime of glass. The hum grows into a harmonious resonance as the purification process completes, ending with a faint, crystalline note that lingers in the air, evoking a sense of purity. You hear a subtle whisper, like a breeze carrying ancient words of cleansing, audible only to you.
    • Touch: As you handle the vial, the glass feels cool and smooth, but as the elixir activates, a gentle warmth spreads through your fingers, as if the magic within is reaching out to you. When the elixir touches the water, you feel a tingling sensation on your skin, a refreshing energy that seems to wash away any lingering fatigue or tension.
    • Smell: A crisp, clean scent fills the air, like the aroma of a mountain spring after a rain, mingled with a faint herbal fragrance—notes of lavender and mint from the rare herbs used in the elixir. The smell is invigorating, clearing your senses and leaving you feeling revitalized.
    • Taste: If you take a small sip of the elixir as a preventive measure, it tastes like pure, cold water with a hint of sweetness, followed by a subtle herbal aftertaste that soothes your throat. The taste is refreshing, leaving your mouth feeling clean and invigorated.
    • Extra-sensory:
      • You feel a wave of clarity and purity wash over you, as if the elixir is cleansing not just the water but your own spirit, lifting any emotional burdens.
      • Time seems to slow as the elixir works, allowing you to focus on the purification process with heightened awareness, each swirl of light unfolding in perfect detail.
      • You sense the water’s impurities being drawn out, a faint awareness of the toxins dissipating as the elixir restores balance.
      • A subtle connection forms between you and the environment, letting you feel the renewed vitality of the water source, as if it’s thanking you for its restoration.
  • Observer’s Perspective
    • Sight: Observers see the Cleansing Elixir come to life as it’s poured into the water, its radiant blue glow spreading like a wave, transforming the murky liquid into a pristine, sparkling clear state. The swirling tendrils of light—sapphire, emerald, and gold—create a mesmerizing vortex, and faint wisps of luminescent steam rise, shimmering in the air like a magical mist. The water source reflects the glow, creating a serene, otherworldly scene.
    • Sound: The melodic hum of the elixir is audible, a soothing sound that fills the space with a sense of calm. As the purification completes, the hum crescendos into a crystalline note, a sound so pure it feels like a blessing. Observers hear the gentle lapping of the water as it clears, adding to the tranquil atmosphere.
    • Touch: A subtle coolness can be felt in the air, especially if standing close to the water source, as the elixir’s magic radiates outward. The temperature in the area drops slightly, becoming refreshing and invigorating, evoking a sense of renewal.
    • Smell: Observers catch a whiff of the crisp, clean scent of a mountain spring, with hints of lavender and mint drifting in the air. The aroma is purifying, clearing the senses and creating a feeling of freshness in the environment.
    • Taste: No direct effect, though some observers might feel a dryness in their mouth as the elixir’s magic evokes a sense of awe, prompting a physical response.
    • Extra-sensory:
      • Observers feel a shared sense of relief and purity, as if the elixir’s magic is cleansing the environment and lifting any lingering negativity.
      • Some might experience a mild synesthetic response, seeing faint sparkles or waves of light in their mind’s eye that correspond to the elixir’s hum.
      • Sensitive individuals might feel a subtle surge of vitality, as if the elixir’s magic is invigorating the space and those within it.
  • Positives:
    • Creates a visually stunning and emotionally uplifting experience, enhancing the user’s connection to the act of purification.
    • Fosters a sense of hope and renewal in both the user and observers, strengthening community bonds when used in public settings.
    • The elixir’s magic can promote physical and emotional well-being, providing a sense of refreshment and clarity to those nearby.
    • Enhances the user’s confidence in their ability to address waterborne threats, offering peace of mind during travel or in contaminated areas.
    • The extra-sensory connection allows users to better understand the state of the environment, aiding in decision-making about water safety.
    • Can serve as a focal point for communal efforts to address water contamination, inspiring collective action and cooperation.
    • The elixir’s effects can have a lasting impact on the environment, ensuring long-term safety for communities reliant on the purified water source.
  • Negatives:
    • Prolonged exposure to the elixir’s magic can lead to emotional overstimulation, leaving users or observers feeling overly sentimental or overwhelmed by the sense of purity.
    • The extra-sensory awareness might distract users, causing temporary difficulty focusing on practical tasks unrelated to purification.
    • Some users might become overly reliant on the elixir, neglecting other methods of water purification and potentially overlooking natural solutions.
    • Observers with heightened magical sensitivity might experience mild dizziness from the elixir’s radiant energy.
    • The elixir’s magic can create a dependency, making ordinary water feel impure in comparison, even when it’s safe.
    • If the vial is improperly sealed or stored, the elixir might lose its potency, reducing its effectiveness and potentially leading to false confidence in water safety.
    • The user might become overly attuned to the environment’s state, leading to a temporary obsession with purity that delays other tasks.

Crafting Recipe: Cleansing Elixir

  • Materials Needed:
    • 1 pint of Enchanted Water (sourced from a mystical spring with purifying properties)
    • 2 ounces of Moonpetal Leaves (a rare herb known for its cleansing properties)
    • 1 ounce of Starbloom Petals (a rare herb that enhances magical potency)
    • 1 vial of Aetheric Essence (distilled from magical crystals to amplify purification)
    • 3 drops of Spring Dew (collected at dawn from a sacred grove)
    • 1 pinch of Silver Dust (for stabilizing the elixir’s magic)
    • 1 small Crystal Vial (4 inches tall, enchanted to preserve magical properties)
    • 1 shard of Purified Quartz (to channel the elixir’s energy)
    • 1 teaspoon of Honey Nectar (from enchanted bees, for binding the ingredients)
    • 1 leaf of Sage (for spiritual cleansing)
  • Tools Required:
    • Alchemist’s Cauldron (enchanted to maintain magical stability)
    • Crystal Mortar and Pestle (for grinding herbs)
    • Aetheric Infusion Funnel (for channeling magical energy into the elixir)
    • Purification Still (for distilling the Enchanted Water)
    • Silver Stirring Rod (for mixing the elixir)
    • Moonlight Reflector (a mirrored dish to focus lunar energy)
    • Enchanted Sealing Cork (to preserve the elixir’s potency)
    • Alchemical Balance (for precise measurements)
    • Magnifying Lens (at least 3x magnification)
    • Heat-Resistant Gloves (for handling hot materials)
  • Skill Requirements:
    • Alchemy: Expert level (10+ years of experience with magical elixirs)
    • Herbalism: Advanced level (5+ years of experience identifying and processing rare herbs)
    • Arcana: Basic knowledge of magical purification and energy infusion
    • Dexterity: High precision for measuring and mixing delicate ingredients
    • Perception: Keen senses for detecting subtle changes in the elixir’s properties
    • Endurance: Mental stamina for the prolonged focus required during crafting
    • Medicine: Basic understanding of waterborne illnesses and purification needs
  • Crafting Steps:
    • Preparation Phase (3 days)
      • Distill the Enchanted Water in the Purification Still under moonlight, using the Moonlight Reflector to focus lunar energy. This process takes 24 hours and ensures the water’s purifying properties are at their peak.
      • Dry the Moonpetal Leaves and Starbloom Petals in a shaded, magical environment for 3 days, allowing them to absorb ambient arcane energy. Crush the dried herbs into a fine powder using the Crystal Mortar and Pestle.
      • Soak the Purified Quartz shard in Spring Dew for 12 hours, attuning it to the natural energies of purification.
    • Component Creation (2 days)
      • Heat the Enchanted Water in the Alchemist’s Cauldron to a gentle simmer, adding the crushed Moonpetal Leaves and Starbloom Petals. Stir with the Silver Stirring Rod for 1 hour, ensuring the herbs fully dissolve and release their cleansing properties.
      • Add 1 teaspoon of Honey Nectar to the mixture, stirring until it thickens slightly. This binds the herbal essences to the water, creating a stable base for the elixir.
      • Mix the Aetheric Essence with 1 pinch of Silver Dust in a separate container, using the Alchemical Balance for precision. This mixture will amplify the elixir’s magical potency.
    • Assembly Phase (1 day)
      • During a full moon, pour the herbal mixture into the Aetheric Infusion Funnel, adding the Aetheric Essence and Silver Dust mixture drop by drop. The funnel channels the combined energies into the elixir, creating a radiant blue glow.
      • Place the Purified Quartz shard into the Crystal Vial, then carefully pour the elixir mixture into the vial, filling it to just below the neck. The quartz shard will act as a conduit for the elixir’s purifying energy.
      • Add 1 leaf of Sage to the vial, allowing it to float on the surface. This infuses the elixir with a final touch of spiritual cleansing.
    • Enchantment Phase (2 days)
      • Place the filled vial in the Moonlight Reflector for 48 hours, exposing it to continuous lunar energy. This enhances the elixir’s purification properties and stabilizes its magic.
      • Test the elixir’s potency by pouring a small drop into a contaminated water sample. The water should clear within seconds, with a faint blue glow indicating successful enchantment. Adjust the mixture with additional Spring Dew if the glow is too faint, using the Magnifying Lens to check for clarity.
      • Seal the vial with the Enchanted Sealing Cork, ensuring the elixir’s potency is preserved. The cork should emit a soft hum when properly sealed.
    • Calibration Phase (1 day)
      • Test the elixir on a larger contaminated water source, observing the purification process. The elixir should create a swirling vortex of light as it works, clearing the water within 1 minute.
      • Adjust the vial’s contents if the purification is too slow, adding 1 drop of Spring Dew to enhance the effect. Use the Magnifying Lens to ensure the quartz shard is properly aligned within the vial.
      • Allow the elixir to rest for 12 hours in a cool, dark place, letting the magical energies fully integrate.
    • Activation (1 hour)
      • At dawn, hold the Crystal Vial under running water from a natural spring, speaking the activation phrase: “Aqua Purifica.” The elixir will glow brightly, indicating it is ready for use.
      • Test the elixir by pouring it into a small contaminated water source, observing the purification process. The water should become crystal clear, with a faint, refreshing scent confirming successful crafting.
      • The Cleansing Elixir will remain potent for up to 1 month, after which its magic will begin to fade unless stored in a magically sealed container.

Tears of the First Spring

In an age long faded into the mists of time, when the lands of Saṃsāra were but a whisper on the earth’s breath, before the rivers sang and the springs wept, there came a tale etched into the stones of ancient wells. Passed down through tongues that stumbled over forgotten words, this story, drawn from a language older than the waters, speaks of the first Cleansing Elixir, known to the folk of Saṃsāra as the Tears of the First Spring. Its truth is clouded, its meaning warped by the hands of time, yet its purity still flows in the tales of those who hear it.

In that primal dawn, the world was a place of sickness and sorrow. The waters of the land ran foul, their currents heavy with poison, and the people who drank from them withered, their bodies racked with illness. The earth wept, its tears black with grief, and the skies offered no solace, their rains bitter and cold. Among this despair walked a figure, her name lost to the broken tablets, known only as the Springkeeper. Some say she was a mortal blessed by the gods of water, others a spirit born of the earth’s first spring. She carried in her hands a vial of glass, its contents glowing with a light like the dawn, and within it swirled a liquid that shimmered with the colors of the sky. This, the tale claims, was the Tears of the First Spring, the first of its kind, though none knew its maker.

The Springkeeper journeyed through the tainted lands, her steps light as a ripple, her heart heavy with the people’s suffering. She sought a place where the earth’s tears gathered, a well where the waters were darkest. At last, she came to a hollow where the ground was slick with filth, a place now lost to the maps of men. There, beneath a sky of endless gray, she knelt by the well and uncorked the vial, pouring its contents into the blackened water. The ancient words falter here—some say she sang a song of purity, others that she wept, her tears mingling with the elixir. A light burst forth, bright as a new day, in hues of blue and gold, and from the well came a sound, a hum so pure it stilled the air.

The Tears of the First Spring spread through the water, its light swirling like a storm, cleansing the poison and turning the black to crystal clear. Tendrils of color—sapphire, emerald, and gold—danced through the well, and wisps of glowing steam rose, shimmering like stars. The people of the land gathered, their eyes wide, as the hum wove through the hollow. The earth beneath them sighed, some say in relief, others in awe, and the waters of the land began to flow clean, their currents alive with life. The skies above parted, their rains now sweet, and the people drank, their bodies healed by a power they had never known. For a moment, Saṃsāra knew the purity of the first waters, and the Tears of the First Spring became a beacon of hope, its light a gift for all who suffered.

But hope was not to last. The tale grows dark, its words tangled in the scribes’ haste. A shadow rose, born of the poison’s end, a force that hated the spring’s light. Some call it a beast of filth and decay, others a storm of tainted rain. It surged into the hollow, its presence a stench that choked the air. The Springkeeper stood before it, the vial in her hands, its light unbroken. The battle was fierce, though the details blur—flashes of radiance, the hum’s final note, and the shadow’s wail. In the end, the shadow was driven back, its form shattered by the Spring’s last glow. But the vial cracked, its light fading, and the Springkeeper vanished, some say consumed by the water, others say taken by the earth. The pieces of the vial were carried away by the winds, lost to the corners of the world.

The fragments of the Tears of the First Spring, the story claims, became the seeds of all Cleansing Elixirs in Saṃsāra. From them grew the elixirs that now purify the waters, their enchanted water and rare herbs a faint echo of that first creation. The tale is told in apothecaries and clinics, though its words shift with each teller. Some say the Springkeeper was a fool who defied the poison for pride. Others name her a savior who gave Saṃsāra its purity. The truth lies buried in the ancient tongue, lost to time’s decay.

The moral of the story, as the folk of Saṃsāra hold it, is thus: Purity can heal the darkest taint, but its light comes at a cost, for even the clearest spring may dry, yet its waters will live on in the lives it saves.

Suggested conversions to other systems:

Call of Cthulhu (7th Edition)

Item Name: Cleansing Elixir

  • Description: A small, 4-inch-tall crystal vial containing a radiant blue liquid that swirls with tendrils of sapphire, emerald, and gold light. When uncorked, it emits a faint glow and a melodic hum, purifying water and aiding in healing.
  • Sanity Cost: 0/1d3 (the elixir’s otherworldly glow and hum may unsettle the mind; prolonged exposure risks fascination).
  • Skill Requirements: Medicine or Occult at 30% or higher to use effectively for healing; no skills required for water purification.
  • Mechanics:
    • Water Purification: Pour the elixir into a contaminated water source (up to 10 gallons). The water is purified in 1 minute, removing all natural toxins and waterborne diseases. No roll required.
    • Healing Use: Administer a dose (1/5 of the vial) to a patient suffering from a waterborne disease or poisoning. Roll Medicine (TN 40); success heals 1d4 HP and grants a bonus die to CON rolls to resist the disease or poison for 24 hours. Failure risks 1d3 Sanity loss as the elixir’s glow intensifies unnaturally. A vial contains 5 doses.
  • Drawback: Each use beyond the first in a day requires a Sanity roll (0/1d3) to avoid becoming fascinated by the elixir’s glow, imposing a penalty die on non-related rolls for 1d4 hours. If exposed to extreme heat or corruption, the elixir may spoil, becoming inert.
  • Value: 75 USD (equivalent to 50 gold pieces in Saṃsāra’s economy), a valuable aid for investigators in tainted environments.

Blades in the Dark

Item Name: Cleansing Elixir

  • Type: Arcane Consumable (Fine Quality)
  • Description: A 4-inch crystal vial filled with a radiant blue liquid that swirls with sapphire, emerald, and gold light. When uncorked, it glows and hums, purifying water and aiding in healing with magical energy.
  • Load: 1 (small and portable).
  • Tier: II (reflecting its quality and magical nature).
  • Cost: 3 Coin to purchase or 2 Stress to craft (requires a Tinker roll with a workshop and materials: Enchanted Water, Moonpetal Leaves).
  • Mechanics:
    • Water Purification: Pour the elixir into a contaminated water source (up to 10 gallons) to purify it instantly, creating a situation aspect like Pristine Water with one free invocation. This grants +1d to Consort or Survey rolls involving the water (e.g., gaining trust by providing clean water). A vial contains enough for 1 use in this way.
    • Healing Use: Administer a dose (1/5 of the vial) to a character with a harm related to poison or disease. Roll Attune (TN 6); on a 6, reduce the harm by 1 level and grant +1d to recovery rolls for 1 score. On a 4-5, the effect works but draws minor attention (e.g., a curious onlooker). On a 1-3, the elixir causes a minor arcane surge (+1 Heat). A vial contains 5 doses.
  • Drawback: Overuse (more than 3 doses per score) risks a level 1 harm (“Arcane Sensitivity”) from magical exposure, reducible with a resistance roll (Resolve). If exposed to corruption, the elixir may spoil, becoming inert.
  • Flavor: A vital item in Doskvol’s grimy streets, often used by crews to ensure safe water or heal allies, though its arcane nature requires careful handling.

Dungeons & Dragons (5th Edition)

Item Name: Cleansing Elixir

  • Type: Potion, Uncommon
  • Description: A 4-inch crystal vial containing a radiant blue liquid that swirls with sapphire, emerald, and gold light. When uncorked, it glows and hums, purifying water and aiding in healing with magical energy.
  • Properties:
    • Water Purification: Pour the elixir into a contaminated water source (up to 10 gallons). The water is purified in 1 minute, removing all natural toxins and waterborne diseases. A vial contains enough for 1 use in this way.
    • Healing Use: As an action, drink or administer a dose (1/5 of the vial) to a creature. The creature gains advantage on saving throws against diseases and poison for 24 hours and can immediately make a saving throw to end one disease or poison effect currently affecting them (DC based on the effect). A vial contains 5 doses.
  • Drawback: After using a dose, the creature must succeed on a DC 12 Wisdom saving throw or be overwhelmed by a sense of purity, imposing disadvantage on Wisdom (Perception) checks for 1 hour due to distraction. If exposed to extreme heat or corruption, the elixir may spoil, becoming inert.
  • Weight: 0.5 lbs.
  • Cost: 250 gp (adjusted from Saṃsāra’s 50 gp for D&D’s economy).
  • Lore: Crafted by the Ironweave Foundry, this elixir echoes the Tears of the First Spring, a legendary creation said to have purified Saṃsāra’s earliest waters.

Knave (2nd Edition)

Item Name: Cleansing Elixir

  • Description: A 4-inch crystal vial filled with a radiant blue liquid that swirls with sapphire, emerald, and gold light. When uncorked, it glows and hums, purifying water and aiding in healing with magical energy.
  • Slots: 1 (small and portable).
  • Stats:
    • Quality: +1 (reflecting its fine craftsmanship and magic).
    • Defense: None (not armor or a shield).
    • Damage: None (not a weapon).
  • Abilities:
    • Water Purification: Pour the elixir into a contaminated water source (up to 10 gallons) to purify it instantly, removing all natural toxins and diseases. A vial contains enough for 1 use in this way.
    • Healing Use: Drink or administer a dose (1/5 of the vial) to a creature. The creature gains +1 to Constitution rolls to resist diseases or poison for 1 day and can immediately roll to end one disease or poison effect (GM discretion). A vial contains 5 doses.
  • Drawback: After using a dose, roll a d6; on a 1, the creature suffers a -1 penalty to all rolls for 1 hour due to distraction from the elixir’s purity. If exposed to corruption, the elixir may spoil, becoming inert.
  • Weight: 1 (light and portable).
  • Value: 5 gp (adjusted for Knave’s simpler economy, equivalent to 50 gp in Saṃsāra’s terms).
  • Notes: This item fits Knave’s minimalist design, offering utility in survival and healing while maintaining balance with its drawback and limited uses.

Fate Core

Item Name: Cleansing Elixir

  • Description: A 4-inch crystal vial filled with a radiant blue liquid that swirls with sapphire, emerald, and gold light. When uncorked, it glows and hums, purifying water and aiding in healing with magical energy.
  • Aspects:
    • High Concept: Purifying Alchemical Elixir
    • Trouble: Overwhelming Sense of Purity
    • Aspect: Crafted by Ironweave Foundry
    • Aspect: Radiant Healing Magic
    • Aspect: Symbol of Public Health
  • Skills Required: No skills required to use, but a character with at least a Fair (+2) rating in Lore (for understanding its properties) or Physique (for resisting its effects) can maximize its potential.
  • Mechanics:
    • Stunt: Water Purification: Pour the elixir into a contaminated water source (up to 10 gallons) to purify it instantly. Create an advantage like Pristine Water with a free invocation, granting +2 to Physique or Lore rolls involving the water (e.g., resisting disease or ensuring safety). A vial contains enough for 1 use in this way.
    • Healing Use: Administer a dose (1/5 of the vial) to a character. Create an advantage like Cleansed Vitality with a free invocation, granting +2 to Physique rolls to resist or recover from disease or poison for 1 scene. A vial contains 5 doses.
  • Drawback: After using a dose, roll Will (difficulty Fair (+2)) to resist the elixir’s overwhelming purity. Failure inflicts 1 mental stress as the user becomes distracted by a sense of clarity, narratively described as an obsession with cleanliness. If exposed to corruption, the elixir may spoil, becoming inert.
  • Cost: A valuable consumable, equivalent to a minor milestone reward or a modest purchase (4-6 Resources if available).
  • Narrative Role: The Cleansing Elixir excels in survival and healing scenes, offering players a tool to ensure safety or aid recovery, balanced by its emotional drawback.

Numenera (Cypher System)

Item Name: Cleansing Elixir

  • Type: Cypher
  • Level: 3
  • Description: A 4-inch crystal vial filled with a radiant blue liquid that swirls with sapphire, emerald, and gold light. When uncorked, it glows and hums, purifying water and aiding in healing with magical energy.
  • Effect:
    • Water Purification: Pour the elixir into a contaminated water source (up to 10 gallons). The water is purified instantly, removing all natural toxins and diseases. A vial contains enough for 1 use in this way.
    • Healing Use: Drink or administer a dose (1/5 of the vial) to a creature. The creature gains an asset to Might defense rolls against disease or poison for 1 day and can immediately make a Might defense roll (difficulty 3) to end one disease or poison effect currently affecting them. A vial contains 5 doses.
  • Drawback: After using a dose, the creature must succeed on a difficulty 3 Intellect defense roll or take 1 point of Intellect damage from the overwhelming sense of purity, causing distraction. If exposed to corruption, the elixir may spoil, becoming inert.
  • Weight: 0.5 pounds.
  • Salvage Value: 20 shins (reflecting its materials and minor magic).
  • Lore: A relic of Saṃsāra’s alchemical past, this cypher fits Numenera’s blend of mystery and utility, offering survival and healing benefits in exploration scenarios.

Pathfinder (2nd Edition)

Item Name: Cleansing Elixir

  • Item Level: 4
  • Price: 50 gp
  • Bulk: L (0.5 lbs., portable).
  • Type: Consumable (Alchemical, Elixir, Healing)
  • Description: A 4-inch crystal vial filled with a radiant blue liquid that swirls with sapphire, emerald, and gold light. When uncorked, it glows and hums, purifying water and aiding in healing with magical energy.
  • Usage: Held in 1 hand; no specific skills required to use.
  • Activate: Single Action (manipulate); Frequency: 1 use for water purification, 5 doses for healing
  • Effect:
    • Water Purification: Pour the elixir into a contaminated water source (up to 10 gallons). The water is purified in 1 minute, removing all natural toxins and diseases. A vial contains enough for 1 use in this way.
    • Healing Use: Drink or administer a dose (1/5 of the vial). For 1 hour, the creature gains a +2 item bonus to saving throws against diseases and poison and can immediately attempt a new saving throw to end one disease or poison effect currently affecting them (DC based on the effect). A vial contains 5 doses.
  • Drawback: After using a dose, attempt a DC 15 Will save; failure imposes a -1 status penalty to Perception checks for 1 hour due to distraction from the elixir’s purity (cumulative up to -3). If exposed to corruption, the elixir may spoil, becoming inert.
  • Craft Requirements: Crafting 8, 25 gp in materials (Enchanted Water, Moonpetal Leaves), Alchemical Crafting feat.
  • Lore: Crafted by the Ironweave Foundry, this elixir channels Saṃsāra’s purifying magic, offering healing and safety in Pathfinder’s high-magic framework.

Savage Worlds (Adventure Edition)

Item Name: Cleansing Elixir

  • Type: Arcane Consumable
  • Description: A 4-inch crystal vial filled with a radiant blue liquid that swirls with sapphire, emerald, and gold light. When uncorked, it glows and hums, purifying water and aiding in healing with magical energy.
  • Weight: 0.5 lbs.
  • Cost: 75 gp (adjusted to Savage Worlds’ economy as a valuable item).
  • Power Points: 5 (one-time use per vial).
  • Requirements: No skills required to use, but Healing d4+ or Occult d4+ enhances effects.
  • Powers:
    • Water Purification: Pour the elixir into a contaminated water source (up to 10 gallons) to purify it instantly, removing all natural toxins and diseases. A vial contains enough for 1 use in this way.
    • Healing Use: Drink or administer a dose (1/5 of the vial). Roll Healing or Occult (TN 4); success grants +1 to Vigor rolls to resist disease or poison for 1 day and allows an immediate Vigor roll to end one disease or poison effect. With a raise, the creature also heals 1 Wound. A vial contains 5 doses.
  • Drawback: After using a dose, roll Spirit (TN 4); failure inflicts 1 Fatigue from the overwhelming sense of purity, recoverable after 1 hour of rest. If exposed to corruption, the elixir may spoil, becoming inert.
  • Trappings: Glowing liquid and melodic hum enhance the cinematic feel of Savage Worlds.
  • Notes: A practical item for survival and healing, it fits the system’s fast-paced nature while maintaining balance through limited uses and drawbacks.

Shadowrun (6th Edition)

Item Name: Cleansing Elixir

  • Type: Magical Consumable (Fetish)
  • Description: A 4-inch crystal vial filled with a radiant blue liquid that swirls with sapphire, emerald, and gold light. When uncorked, it glows and hums, purifying water and aiding in healing with magical energy.
  • Force: 1
  • Availability: 8 (Common, but magical)
  • Cost: 1,500 nuyen (adjusted from Saṃsāra’s 50 gp for Shadowrun’s economy).
  • Karma Cost to Bond: 2
  • Mechanics:
    • Water Purification: Pour the elixir into a contaminated water source (up to 10 gallons). The water is purified instantly, removing all natural toxins and diseases. A vial contains enough for 1 use in this way.
    • Healing Use: Drink or administer a dose (1/5 of the vial). Roll Biotech + Logic (TN 3); success grants +1 die to Body tests to resist disease or poison for 24 hours and allows an immediate Body test to end one disease or poison effect. A vial contains 5 doses.
  • Drawback: After using a dose, roll Body + Willpower (TN 2); failure inflicts 1 box of Stun damage from the overwhelming sense of purity, causing distraction. If exposed to corruption (e.g., toxic environments), the elixir may spoil, becoming inert. Overuse (more than 3 doses per run) risks a minor astral disturbance (GM discretion).
  • Notes: In the Sixth World, this elixir is a vital tool for runners in polluted sprawls, used to ensure safe water or heal allies, though its arcane nature requires careful handling.

Starfinder

Item Name: Cleansing Elixir

  • Type: Hybrid Consumable (Magical/Technological), Level 3
  • Price: 1,400 credits (adjusted from Saṃsāra’s economy for Starfinder’s futuristic scale).
  • Bulk: L (0.5 lbs., portable).
  • Description: A 4-inch crystal vial filled with a radiant blue liquid that swirls with sapphire, emerald, and gold light. When uncorked, it glows and hums, purifying water and aiding in healing with a blend of magic and advanced alchemy.
  • Capacity: 5 charges (one-time use per vial).
  • Mechanics:
    • Water Purification: Pour the elixir into a contaminated water source (up to 10 gallons). The water is purified instantly, removing all natural toxins and diseases. A vial contains enough for 1 use in this way.
    • Healing Use: Drink or administer a dose (1/5 of the vial). The creature gains a +2 enhancement bonus to saving throws against disease and poison for 24 hours and can immediately attempt a new Fortitude save to end one disease or poison effect currently affecting them (DC based on the effect). A vial contains 5 doses.
  • Drawback: After using a dose, make a DC 13 Will save; failure imposes a -1 penalty to Perception checks for 1 hour due to distraction from the elixir’s purity (cumulative up to -3). If exposed to corruption, the elixir may spoil, becoming inert.
  • Crafting: Requires ranks 3 in Mysticism and Life Science, plus 700 credits in materials (Enchanted Water, Moonpetal Leaves).
  • Lore: A relic from Saṃsāra, adapted for interstellar use, it’s prized by explorers and medics for ensuring safety and healing in the Pact Worlds.

Traveller (Mongoose 2nd Edition)

Item Name: Cleansing Elixir

  • Type: Exotic Consumable
  • Tech Level: 6 (equivalent to Saṃsāra’s magical-industrial age, adapted as a hybrid item).
  • Cost: Cr. 1,000 (reflecting its accessibility but magical nature).
  • Weight: 0.2 kg (0.5 lbs.).
  • Description: A 4-inch crystal vial filled with a radiant blue liquid that swirls with sapphire, emerald, and gold light. When uncorked, it glows and hums, purifying water and aiding in healing with magical energy.
  • Mechanics:
    • Skill Check: No skill required to use. Roll 2d6 + EDU modifier (DM +1 if trained in Medic or Psi).
    • Effect (8+): Pour the elixir into a contaminated water source (up to 10 gallons) to purify it instantly, removing all natural toxins and diseases. A vial contains enough for 1 use in this way.
    • Effect (10+): Drink or administer a dose (1/5 of the vial). Gain DM +2 to END checks to resist disease or poison for 1 day and immediately roll END 8+ to end one disease or poison effect. A vial contains 5 doses.
    • Failure (6 or less): The elixir’s glow dims, reducing its effectiveness (DM -1 to the next use until recharged).
    • Power: Internal arcane energy (5 uses per vial, one-time use).
  • Drawback: After using a dose, roll END 8+; failure inflicts 1 point of END damage (temporary, recovers after 1 hour) from the overwhelming sense of purity. If exposed to corruption, the elixir may spoil, becoming inert.
  • Notes: In Traveller’s sci-fi setting, this is a minor psionic consumable from a low-tech magical world, useful for explorers or medics in hazardous environments.

Warhammer Fantasy Roleplay (4th Edition)

Item Name: Cleansing Elixir

  • Type: Magical Consumable
  • Description: A 4-inch crystal vial filled with a radiant blue liquid that swirls with sapphire, emerald, and gold light. When uncorked, it glows and hums, purifying water and aiding in healing with magical energy.
  • Cost: 10 gc (gold crowns, adjusted from Saṃsāra’s 50 gp for Warhammer’s grim economy).
  • Encumbrance: 1 (small and portable; 0.5 lbs.).
  • Availability: Uncommon
  • Mechanics:
    • Skill Test: No skill required to use. Test Heal or Channelling (Aethyr) at 30+ for enhanced effects:
    • SL +0: Pour the elixir into a contaminated water source (up to 10 gallons) to purify it instantly, removing all natural toxins and diseases. A vial contains enough for 1 use in this way.
    • SL +2: Drink or administer a dose (1/5 of the vial). Gain +20 to Toughness tests to resist disease or poison for 1 day and immediately roll a Toughness test (TN 40) to end one disease or poison effect. A vial contains 5 doses.
    • Fumble (Critical Failure): Suffer 1d10 Wounds (ignoring Toughness) from an arcane backlash.
    • Charges: 5 uses per vial (one-time use).
  • Drawback: After using a dose, test Endurance (TN 40); failure inflicts 1 Fatigued condition from the overwhelming sense of purity. If exposed to corruption (e.g., Chaos taint), the elixir may spoil, becoming inert. Overuse risks a Minor Miscast (e.g., Aethyric Glow).
  • Traits: Magical, Healing (aids in recovery).
  • Lore: A relic from Saṃsāra, possibly blessed by Shallya or tainted by Nurgle’s influence, it suits healers and travelers seeking purity in the Old World’s dark setting.