Elixirs     Elixirs were invented in the city of Arator during the Alacrian Golden Age. They are medicinal concoctions distilled from heavily engineered forms of plant life - species bred through Therbolgite-derived corallurgy, then combined with adamant at the cellular level to lend them their power. Though notoriously difficult to cultivate, Lur-Asko is full of specialized guilds that still breed the plants and produce their elixirs, as well as many hedgedoctors and corallurgists who harvest them from the wild during the course of adventuring (see the Study of Nature).

    Elixirs typically work by artificially accelerating or decelerating various systems within the body, and inflict some kind of negative side effect as a consequence. Many are also ineffective if you are too exhausted. Only organic characters can benefit from elixirs.

    Each elixir weighs 1 pound with 0 carry slots; they are typically sold and carried in small metal flasks well-suited for the adventuring lifestyle. To use an elixir in combat, you must use one hand to retrieve it from your inventory (usually a free action; see Combat) and drink it as a slowing major action. You cannot drink an elixir if you have performed a verbal action on the same turn.

    You can give an elixir to an incapacitated or paralyzed ally as a slowing major action as well; this follows the rules for touching an ally, and they receive the effects at the end of their next turn. Unfortunately, you receive 2 degrees of melee disadvantage against all enemies until your next turn.


Minor Nourishing
Price: 15
You do not require food and have no appetite for 2 days.
This elixir has no effect if you are experiencing unnatural extra hunger (such as for Abilities which regrow limbs), or if you are already under the effects of a Nourishing elixir.

Major Nourishing
Price: 60
You do not require food and have no appetite for 4 days.
This elixir has no effect if you are experiencing unnatural extra hunger (such as for Abilities which regrow limbs), or if you are already under the effects of a Nourishing elixir.

Minor Energizing
Price: 15
Your fatigue factor and exhaustion factor are each increased by 4 for 4 hours. At the end of the 4 hours, your exhaustion is increased by 6.
This elixir has no effect if you are already under the effects of an Energizing elixir.

Major Energizing
Price: 60
Your fatigue factor and exhaustion factor are each increased by 6 for 4 hours. At the end of the 4 hours, your exhaustion is increased by 12.
This elixir has no effect if you are already under the effects of an Energizing elixir.

Minor Enlivening
Price: 15
You immediately regain 5 insight. Inflicts 8 exhaustion.
This elixir has no effect if you already have 2 or more degrees of exhaustion before using it. It does not replenish any form of alternate insight, even if that form is typically regained in a way related to normal insight.

Major Enlivening
Price: 60
You immediately regain 10 insight. Inflicts 15 exhaustion.
This elixir has no effect if you already have 2 or more degrees of exhaustion before using it. It does not replenish any form of alternate insight, even if that form is typically regained in a way related to normal insight.

Minor Sedating
Price: 15
For the next 8 hours, you have no difficulty sleeping. If you immediately sleep through two consecutive 4-hour rests, resolve exhaustion recovery as if you had taken one additional 4-hour rest (other aspects of rest are not affected).
If you remain awake or are awakened, your DEX and INT are reduced to 75% until the 8 hours have passed.

Major Sedating
Price: 60
You immediately fall unconscious for at least 15 minutes, and have no difficulty sleeping for the next 8 hours. If you immediately sleep through two consecutive 4-hour rests, resolve exhaustion and insight recovery as if you had taken one additional 4-hour rest.
If you are awakened, your DEX and INT are reduced to 50% until the 8 hours have passed.

Minor Healing
Price: 15
Inflicts 5 exhaustion. You add 3 Easing to your next natural healing roll on CON.
The effects of this elixir do not stack with other Healing Elixirs; consider only the greatest effect currently active.
This elixir has no effect if you already have 2 or more degrees of exhaustion before using it.

Major Healing
Price: 60
Inflicts 5 exhaustion. You add 6 Easing to your next natural healing roll on CON. If you are fed this elixir while incapacitated, you are immediately stabilized. This elixir also ends any bleeding status.
The effects of this elixir do not stack with other Healing Elixirs; consider only the greatest effect currently active.
This elixir has no effect if you already have 2 or more degrees of exhaustion before using it.

Minor Purging
Price: 15
Immediately removes 20 Type A and 10 Type B poison points. Inflicts 5 exhaustion. You take 75% poison points of all types for the next 30 seconds (6 turns). Multiple Purging elixirs do not stack resistances; use only the lowest percentage. Also removes intoxication.
This elixir has no effect if you already have 2 or more degrees of exhaustion before using it.

Major Purging
Price: 60
Immediately removes 40 Type A, 20 Type B, and 5 Type C poison points. Inflicts 5 exhaustion. You take 50% poison points of all types for the next 30 seconds (6 turns). Multiple Purging elixirs do not stack resistances; use only the lowest percentage. Also removes intoxication.
This elixir has no effect if you already have 2 or more degrees of exhaustion before using it.

Minor Curing
Price: 15
Inflicts 5 exhaustion. For the next 24 hours, you add 2 Easing to all CON rolls to avoid gaining a degree of disease, or to remove one degree during disease recovery. Rolls to avoid contracting a new disease are unaffected.
The effects of this elixir do not stack with other Curing Elixirs; consider only the greatest effect currently active.
This elixir has no effect if you already have 2 or more degrees of exhaustion before using it.

Major Curing
Price: 60
Inflicts 5 exhaustion. For the next 24 hours, you add 4 Easing to all CON rolls to avoid gaining a degree of disease, or to remove one degree during disease recovery. Rolls to avoid contracting a new disease are unaffected.
The effects of this elixir do not stack with other Curing Elixirs; consider only the greatest effect currently active.
This elixir has no effect if you already have 2 or more degrees of exhaustion before using it.

Minor Inert
Price: 15
This elixir has no effect, but is easier to use in Elixir Transmutation (Nature).

Major Inert
Price: 60
This elixir has no effect, but is easier to use in Elixir Transmutation (Nature).