Manusan Mystic

These are makers of potions and amulets, and some have greater powers.

Initiate (Open to Children)

Potion Making (MP) (b)

Knowledge of Potions (IN) (d)

First Aid (IN) (b)

Equipment: Potion Making Tools

Cost: 5 HP

Novitiate

As Initiate.

Talisman Making (MP) (d)

Calligraphy (MA) (d)

Equipment: Talismanic Consecration Tools

Cost: 10 HP

Mystic

As Novitiate.

Lesser Prayers of the Earth (MP) (e)

Requirement: Must have been a novitaite for at least four terms.

Cost: 12 HP

Master Mystic

As Mystic.

Greater Prayers of the Earth (MP) (e)

Requirement: Must have been a mystic for at least three terms.

Cost: 15 HP

Earth Master

As Master Mystic.

Opener of the Ways of the World (MP) (e)

ConditionBereaved at the State of the World (e): See below

Requirement: Must have been a master mystic for at least three terms.

Cost: 17 HP.

Potion Making

This is a basic MP-based low-magic skill. At each level of skill the potion-maker may obtain a new potion from the list below. This skill draws it powers from the interaction of the ingredients. Only after five levels have been obtained is it possible to create new potions.

Individual potion recipes count as individual skills once they have been acquired through the potion-making skill. Other potions can be learned by expending HP, acquiring them through learning from others, by learning from books, or buying the recipes.

There are four tools used in making potions: The Cauldron, The Mortar and Pestle, The Potion Jar, and Reservoir. The Reservoir is used to hold the water that will be used to make the potion. The Mortar and Pestle are used to grind and mix the ingredients. The Cauldron is used to brew the ingredients. And the Potion Jar is used to store and age the potion. These are limited magic items created using the Potion-making skill. They are activated only during the consecration phase of the potion-making process.

  1. Obtain the recipe for the potion.
  2. Obtain the ingredients for the potion.
  3. Fast and prey to Zirchev hourly for a full week. Failure to do this will result in the total failure of the potion.
  4. The tools and ingredients are consecrated. This involves saying prayers to Zirchev while sprinkling lamp pitch over the area where the potions will be made. A successful Potion Making roll is required, or else the entire operation must be started again from step 3 and a -1 power detriment is incurred.
  5. The ingredients are ritually ground and mixed in the mortar and pestle. This requires a successful Potion-making roll at -1, the level of the Mortar and Pestle must be added to the result. If this stage fails the process must begin anew from step 2 and the potion maker gains a -2 power detriment.
  6. The water is placed into the cauldron from the reservoir. This requires a successful Potion-making roll at -2, the level of the Reservoir must be added to the result. If this stage fails the process must begin anew from step 2 and the potion maker gains a -3 power detriment.
  7. The ingredients are placed into the cauldron once the water begins to boil (this takes ten minutes). The number of ingredients determines how long the brewing process takes. Each ingredient requires a full day to brew. After the brewing time is complete a chant is spoken over the brew. This requires a successful Potion-making roll at the current power detriment of the potionmaker, the level of the Cauldron must be added to the result. If this stage fails the process must begin anew and the potion maker gains a -4 power detriment.
  8. The brew is placed in the potion jar and allowed to age for a number of days equal to the brewing time. After which the potion jar is sealed with wax, a bit of copper wire, and a cork. This requires a successful Potion-making roll at the current power detriment of the potion maker, the level of the Potion Jar must be added to the result. If this stage fails the process must begin anew from step 2 and the potion maker gains a -5 power detriment. If successful the potion-maker gains a -5 power detriment.

Single Ingredient Potions

Analyze. This potion has the following ingredient: Hazel. This potion allows the recipient to know the properties of a magical spell or ite. The level of success is divided between the duration and the number of properties revealed.

Charm Person. This potion has the following ingredient: Celandine. This potion has the effect of making the recipient seem to be the best friend of whomever they meet. The level of success is divided between the duration of the potion and the strength of the effect.

Detect Danger. This potion has the following ingredient: Hazel. This potion allows the recipient to be able to avoid the effects of surprise. The level of success is split between the duration of the effect and the subsequent increase in Speed Factor.

Detect Evil. This potion has the following ingredient: Hazel. The recipient will be able to detect enemies (or ill-intentioned magic items). The level of success is divided between the duration, the radius of detection, and effect.

Detect Magic. This potion has the following ingredient: Hazel. The recipient is able to perceive magical spells and items. The level of success is divided between the duration, the volume of effect, and the level of effect.

Dexterity. This potion has the following ingredient: Betony. This potion temporarily increases the MA of the recipient. There is a -10 detriment to make this potion. The level of success is divided between the duration and the level of effect.

Healing Wounds. This potion has the following ingredient: Bryony. This potion will heal any wound whose healing modifiers are less than or equal to the level of success of the potion.

Protection from Evil. This potion has the following ingredient: Fennel. This potion will make the recipient immune to the touch of any magical creature, unless the recipient has attacked that creature. In any case the level of effect is the defense against any attack provided by the potion. The level of success is divided by the duration and the level of effect.

Read Languages. This potion has the following ingredient: Hazel. This potion allows the recipient to read any language. The level of success is divided between the duration and the level of effect.

Remove Fear. This potion has the following ingredient: Borage. This potion allows the recipient to ignore the effects of fear or adverse morale rolls. The level of success is divided between the duration and the level of effect.

Resist Cold. This potion has the following ingredient: Fennel. This potion allows the recipient to ignore the effects of cold. The level of success is divided between the duration and the level of effect.

Strength. This potion has the following ingredient: Betony. This potion allows the recipient to temporarily increase their PF score. The level of success is divided by the duration and level of effect.

Two Ingredient Potions

Conceal Thoughts. This potion has the following ingredients: Fennel and Sard. This potion prevents the recipient from being effected by mind-reading effects or by location-type effects. The level of success is divided between the duration and the level of protection.

Detect Invisible. This potion has the following ingredients: Hazel and Fern. This potion allows the recipient to see invisible or hidden things. The level of success is divided between the duration, volume of effect, and level of effect.

Find Traps. This potion has the following ingredients: Hazel and Wortleberry. This potion allows the recipient to be able to locate and identify traps. The level of success is split between duration, volume of effect, and level of effect.

Invisibility. This potion has the following ingredients: Faerie Hair and Fern. The recipient of this potion, and all belongings, is rendered invisible. The level of success is split between duration and level of effect.

Knock. This potion has the following ingredients: 2 Mistletoe. The recipient of this spell can open any door by knocking on it. The level of success is split between the duration and effect.

Levitate. This potion has the following ingredients: 2 Hawk Feathers. The recipient of this potion is able to ascend into the air. The level of success is split between the duration and the altitude.

Locate Object. This potion has the following ingredients: 2 Hazel. The recipient of this potion is able to name an object and then locate it within range. The level of success is split between duration, volume of effect, and level of effect.

Read Thoughts. This potion has the following ingredients: Hazel and Sard. This potion allows the recipient to read the thoughts of someone else within range. The level of success is split between the duration, volume of effect, and level of effect.

Resist Fire. This potion has the following ingredients: Powdered Ruby and Fennel. The recipient of this potion is able to ignore the effects of fire for the duration. The level of success is divided between the duration and level of effect.

Three Ingredient Potions

Clairvoyance. This potion has the following ingredients: 3 Hazel. The recipient can gain information about a specific target within range. The level of success is split between the duration and volume of the effect.

Cure Blindness. This potion has the following ingredients: 1 Anemone, 1 Eye Bright, and 1 Rose. The recipient is cured of any blindness within the level of success.

Cure Disease. This potion has the following ingredients: 1 Agrimony, and 2 Coriander. The recipient is cured of any disease within the level of success.

Darksight. This potion has the following ingredients: 2 Drops of Elf or Goblin Blood and Hazel. The recipient can see in total darkness within the volume of effect. The level of success is split between the volume of effect and the duration.

Flight. This potion has the following ingredients: 2 Belladona and Hemlock. The recipient can fly. There is a -10 to make this potion. The level of success is split between the effect (in kilometers per hour + 10 kilometers per hour) and the duration.

Haste. This potion has the following ingredients: 2 drops of Pegasus blood and a Hawk feather. The recipient increases their speed and speed factor. The level of success is split between an increase in speed (in kph), speed factor, and duration.

Protection from Normal Missiles. This potion has the following ingredients: 3 Fennel. The recipient of this potion is immune to normal missile fire for the duration.

Protection from Poison. This potion has the following ingredients: Fennel, ground unicorn horn, and powdered agate. The recipient is immune from all poisons. The level of success is the duration.

Remove Curse. This potion has the following ingredients: Mercury, Bat Wings, and Black Cat Hair. The recipient is cured of any curse whose level is lower than that of the potion.

Speak with the Dead. This potion has the following ingredients: Hazel and 2 Locust. The recipient is able to speak to the spirit of the dead for a duration determined by the level of success.

Four Ingredient Potions

Heal Heavy Wound. This potion has the following ingredients: 4 Bryony. The recipient will have any wound whose healing modifier is less than or equal to ten plus the level of success. There is a -10 detriment to make this potion.

Neutralize Poison. This potion has the following ingredients: 4 Juniper. The recipient will have any poison effects reversed. The level of success is the level of effect.

Polymorph. This potion has the following ingredients: Powdered Silver, and 3 Mercury. The recipient will be able to change their form for the duration determined by the level of success.

Power. This potion has the following ingredients: 2 Frankinscense and 2 Myrrh. The effect of this potion is to reverse mystical detriments by the level of success.

Protection from Lightning. This potion has the following ingredients: Fennel and 3 Laurel. The recipient has some protection from lightning. The level is split between the effect and the duration.

The Magical Properties of Ingredients

Agrimony: Protection, Sleep, This plant can be found in hedge-banks and the sides of fields, in dry thickets and on all waste places after a day of searching, or for 3 Cronas in the market.

Anemone: Health, Protection, Healing. This plant can be found in areas of sandy soil after a day of searching, or for 3 Cronas in the market.

Apricot: Love. Found in temperate regions, or in the market for 5 Cronas.

Asparagus: Healing. This plant can be found in plains or steppes regions, or in markets for 1 Crona.

Balm: Healing, Manifestations, Love, Protection, Visions. Found in mountainous terrain or the market for 1 Chrona.

Bat Wings: Curse, Remove Curse. 5 Kopecs at the market.

Belladona: Deadly Poison, Astral Projection, Dream Travel. This plant can be found in the shade of trees, on wooded hills, on chalk or limestone or at the market for 2 Royals.

Betony: Protection, Purification, and Love. Found after a day of searching growing in woods and copses, it is occasionally to be found in more open terrain, and amongst the tangled growths on heaths and moors, or at the market for 1 Royal.

Bindweed: Pain Relief. Found in fields and hedges, or in the market for 5 Cronas.

Black Cat Hair: Bad Luck, Curse, Remove Curse. Found in the market for 1 Crona.

Black Hellebore: Protection, Poison. Found in mountainous regions or in the market for 1 Royal.

Borage: Courage, Psychic Powers. It can be found on rubbish heaps and near dwellings after a day of searching, or in markets for 5 Cronas

Bryony: Healing, Image Magic, Money, Protection. This vine-like plant can be found after a day of searching growing in woods and hedges, or found in markets for 5 Cronas.

Cat Hair: Curse, Remove Curse, Charm. 5 Kopecs at the market.

Celandine: Protection, Legal Matters, Escaping Entrapments, Charms, Happiness. May only be harvested from Yarthmont to Felmont. Found after a day of searching by old walls, on waste ground and in hedges, nearly always in the neighborhood of human habitations, or for 5 Cronas in the market when it is in season.

Cinammon: Healing, Love, Money, Passion, Power, Protection, Psychic Powers, Spirits, Success. Found in tropical regions or the market for 2 Royals.

Coriander: Love, Fertility, Protection, and Healing. This plant is found in fields or waste places after a day of searching, or in the market for 4 Cronas.

Elf Blood: Night Visions, Magic. This can only be found on the black market for 40 Royals.

Eye Bright: Mental Ability, Psychic Powers. This plants can be found on heaths or open pastures after a day of searching, or for 2 Cronas in the market.

Faerie Hair: Invisibility. May be gotten from either live or dead faerie, or found in markets for 40 Royals.

Fennel: Protection, Healing, Purification. Can be found most everywhere there is soil after a day of searching, or in the market for 5 Cronas.

Fern: Mental Clarity, Protection, Rain Making, Luck, Riches, Eternal Youth, Health, Exorcism. They can be found in shady places all over after a day of searching, or in the market for a Crona

Frankincense: Protection, Exorcism, Magic, Power, Spirituality. This can found in forests or markets for 3 Royals.

Germander: Healing. Found mostly in ruins, or the market for 1 Royal.

Gladwyn: Healing. Found in woods, shady places, hedges, or in the market for 5 Cronas.

Goblin Blood: Night Vision, Stealth. This can be found on the black market for 2 Royals.

Ground Agate: Gardening, Love, Healing, Protection, Longevity, Strength, Courage. Can be found near streams after a day of searching, or in the market for 10 Cronas

Ground Unicorn Horn: Immunity to Poison. This can be found in the market for 100 Royals.

Hazel: Divination, Luck, Fertility, Wisdom, Anti-Lightning, Protection, Wishes. May only be harvested in the fall. It can be found in forests after a day of searching, or for 2 Cronas in the market.

Hawk Feather: Ascension, Flight, Speed. May be found after two days searching in the woods or 2 Royals in the market.

Hemlock: Flight, Poison. This common plant can be found on hedge banks, in neglected meadows, on waste ground and by the banks of streams, also in markets for 1 Royal.

Jasmine: Astral Projection, Business, Dreams, Legal Matters, Love, Matters of Court, Money, Prophecy, Spirits, Visions. Found throughout warmer regions of the world, or in markets for 2 Royals.

Juniper: Protection, Antitheft, Love, Exorcism, Health. This common plant grows throughout the land, or in the market for 5 Cronas.

Lavendar: Courage, Harmony, Healing, Lust, Purification, Sense Spirits, Sense Undead, Sleep, Strength. Found throughout the region or in the market for 1 Crona.

Laurel: Protection from Lightning. This can be found in forests and mountains, or in the market for 2 Cronas.

Locust: Flight, Death, Corruption. Can be found in the forest, or the market for 5 cronas.

Mercury: Reversal, Change, Communication, Travel. Can be found at the market for 10 Royals.

Mistletoe: Protection, Healing, Love, Opening Locks, Hunting, Fertility, Health, Exorcism. This plant is an evergreen parasite, growing on the branches of trees, where it forms pendent bushes. It can usually be discovered after a day of searching. It will grow and has been found on almost any deciduous tree, preferring those with soft bark, and being, perhaps, commonest on old Apple trees, though it is frequently found on the Ash, Hawthorn, Lime and other trees. It rarely grows on Oak or Pear trees. It may also be gotten in a market for 4 Cronas

Myrrh: Protection, Exorcism, Healing, Spirituality, Magic, Power. This can found in fields or the market for 5 Royals.

Olive Oil: Fertility, Harmony, Healing, Lust, Peace, Potency, Protection. Found in coastal regions or the market for 5 Cronas.

Pegasus Blood: Flight, Speed. This can be found in the market for 40 Royals each.

Peony: Counterspells, Dreams, Exorcism, Healing, Luck, Mental Healing, Protection, Remove Curse. Found in the forest or market for 2 Cronas.

Periwinkle: Healing, Love, Lust, Memory, Mental Powers, Money, Protection. Found in forests or in the market for 3 Chronas.

Powdered Agate: Healing, Storms. Found in markets for 5 Cronas.

Powdered Ruby: Protection, Power, Joy, Wealth, Protection from Dreams. This is available in the market for 30 Royals.

Powdered Silver: Magic, Magic Power, Magical Enhancement. This is available from the market for 1 Royal.

Red Heather: Healing, Luck, Peace, Protection, Rain. Found in fields or markets for 3 Cronas.

Rose: Love, Psychic Powers, Healing, Love, Divination, Luck, Protection. These flowering plants can be found after a day's searching throughout the land, so long as it is near some source of water, or it can be purchased at the market for 5 Cronas.

Sage: Exorcism, Healing, Knowledge, Memory, Money, Protection, Spirits. This evergreen is found in sandy soil, or in the market for 2 Cronas.

Sard: Courage, Childbirth, Love, Protection. This stone is an agate with outer bands parallel to the wall of the nodule and sponge-like interior. Found near rivers or in the market for 5 Royals.

Wortleberry: Relief from fever, Treachery, Betrayal. It can be found in forests after a day of searching, or in the market for 3 Cronas.

Talisman Making

This is a difficult MP-based low-magic skill. You begin by choosing three talismans from the list below. At each level of skill the talisman-maker may obtain a new talisman from the list below. This skill draws it powers from the interaction of the geometric shapes that are infused with magical ink. Only after five levels have been obtained is it possible to create new talismans.

Individual talismans count as individual skills once they have been acquired through the talisman-making skill. Other talismans can be learned by expending HP, acquiring them through learning from others, by learning from books, or buying the them.

There are four tools used in making talismans: The Ink Pot, The Brush, The Stamp, and The Parchment. The Ink Pot is used to hold the magical ink that will be used to make the talisman (a four ingredient potion requiring 2 frankincense (3 Royals) and 2 myrrh (5 Royals)). The Parchment is made in traditional ways and is quite rough. The Stamp is used to sign the talisman and is unique to the mystic. And The Brush is used to trace the designs. These are limited magic items created using the Talisman-making skill. They are activated only during the consecration phase of the talisman-making process.

Once a talisman has been used it must be consecrated before it can be used again. The consecration is done as in steps 2 and 3 of the ritual below. A successful Talisman Making roll is required, incurring a -2 detriment.

  1. Obtain the design for the talisman.
  2. Fast and sing to Zirchev hourly for a full day. Failure to do this will result in the total failure of the talisman.
  3. The tools and ingredients are consecrated. This involves singing to Zirchev while sprinkling lamp pitch over the area where the talisman will be made. A successful Talisman Making roll is required, or else the entire operation must be started again from step 3 and a -1 power detriment is incurred.
  4. The parchment is ritually cut into a disk. A successful Talisman Making roll is required at a -1 to the level of skill, the level of the Parchment must be added to the result. Failure results in the entire operation having to be started again from step 3 and a -2 power detriment is incurred.
  5. The Brush is ritually placed into the ink pot to absorb its powers. A successful Talisman Making roll is required at a -2 to the level of skill, the level of the Ink Pot and the Brush must be added to the result. If this stage fails the process must begin anew and the talisman maker gains a -3 power detriment.
  6. The designs are drawn onto the parchment. This requires a successful Talisman-making roll at -3, the levels of the Brush, Ink and Parchment must be added to the result. If this stage fails the process must begin anew and the talisman maker gains a -4 power detriment.
  7. After an hour of chanting and singing to Zirchev the talisman is stamped. This requires a successful Talisman-making roll at -4, the level of the Stamp must be added to the result. If this stage fails the process must begin anew and the talisman maker gains a -5 power detriment. If successful the talisman is complete and the talisman-maker gains a -5 power detriment.

Here is the list of magical intentions for talismans:

  1. Astral Projection
  2. Blindness
  3. Reduce Strength
  4. Earth Elementals
  5. Commune with Nature Spirits
  6. Communications
  7. Courage
  8. Healing
  9. Lycanthropic Curse
  10. Death
  11. Perception
  12. Dexterity
  13. Dream Vision
  14. Endurance
  15. Exorcism
  16. Farseeing
  17. Fear
  18. Foretell
  19. Deception
  20. True Lycanthropy
  21. Magical Attack
  22. Mute
  23. Pain
  24. Paralysis
  25. Power
  26. Protection
  27. Magical Transportation
  28. Scrying
  29. Speak with the Dead
  30. Speed
  31. Spiritual Damage
  32. Strength
  33. Tracking
  34. Travel to the Ethereal Plane

Lesser Prayers of the Earth

These are prayers whose origins are lost in antiquity. The procedure for such a prayer is that they be sung out loud for three minutes. You will start with three of these and learn a new one with each level. After increasing the level by five you may invent new prayers.

  1. Charm
  2. Control
  3. Deception
  4. Destruction by Fire
  5. Forget
  6. Healing
  7. Doors
  8. Know Influences
  9. Destruction by Ice
  10. Evocation
  11. Destruction by Lightning
  12. Protection
  13. Sleep
  14. Spellbinding
  15. Truth

Greater Prayers of the Earth

These are done in the same way as the lesser prayers, except they require six minutes.

  1. Death
  2. Destruction
  3. Countermagic
  4. Gates
  5. Nondetection
  6. Quest
  7. Spell Turning
  8. Stun
  9. Teleportation

Opener of the Ways of the World

This is a form of high magic involving a number of steps that must be pursued in order. The mystic at this stage understands the place of the Darine in the world as the protectors of the world, created by the Old Ones themselves to keep at bay the forces of Nightmare. It is unknown how or when this purpose was lost to the Darine.

  1. Awareness of Matter: The mystic is aware of the presence of Immortals or Exalted Beings from the Sphere of Matter.
  2. Awareness of Energy: The mystic is aware of the presence of Immortals or Exalted Beings from the Sphere of Energy.
  3. Awareness of Thought: The mystic is aware of the presence of Immortals or Exalted Beings from the Sphere of Thought.
  4. Awareness of Time: The mystic is aware of the presence of Immortals or Exalted Beings from the Sphere of Time.
  5. Awareness of Entropy: The mystic is aware of the presence of Immortals or Exalted Beings from the Sphere of Entropy.
  6. Mask of Matter: The mystic is able to hide from Immortals or Exalted Beings from the Sphere of Matter.
  7. Mask of Energy: The mystic is able to hide from Immortals or Exalted Beings from the Sphere of Matter.
  8. Mask of Thought: The mystic is able to hide from Immortals or Exalted Beings from the Sphere of Matter.
  9. Mask of Time: The mystic is able to hide from Immortals or Exalted Beings from the Sphere of Matter.
  10. Mask of Entropy: The mystic is able to hide from Immortals or Exalted Beings from the Sphere of Matter.
  11. Power of Matter: The mystic is able to use power as though a lesser spirit of the Sphere of Matter.
  12. Power of Energy: The mystic is able to use power as though a lesser spirit of the Sphere of Energy.
  13. Power of Thought: The mystic is able to use power as though a lesser spirit of the Sphere of Thought.
  14. Power of Time: The mystic is able to use power as though a lesser spirit of the Sphere of Time.
  15. Power of Entropy: The mystic is able to use power as though a lesser spirit of the Sphere of Entropy.
  16. Sense Dark Gate: The mystic can sense the presence of a gate to the Dimension of Nightmare.
  17. Sense Dark Power: The mystic can sense the presence of a power originating from the Dimension of Nightmare.
  18. Sense Dark Item: The mystic can sense the presence of an item imbued with power from the Dimension of Nightmare.
  19. Sense Dark Being: The mystic can sense the presence of a being from the Dimension of Nightmare.
  20. Sense Dark Servant: The mystic can sense the presence of an individual whose soul is bound to the Dimension of Nightmare.
  21. Sense Dark Spirit: The mystic can sense the presence of a spirit from the Dimension of Nightmare.
  22. Sense Dark Immortal: The mystic can sense the presence of an Immortal from the Dimension of Nightmare.
  23. Sense Other: The mystic can sense the presence of a true God from the Dimension of Nightmare.
  24. Invisibility to Dark Immortal: The mystic can hide from an Immortal or other being from the Dimension of Nightmare.
  25. Invisibility to Other: The mystic can hide from an Immortal or other being from the Dimension of Nightmare.
  26. Close Gate: The mystic can close a gate from the Dimension of Nightmare.
  27. Bolt of Light: The mystic can launch a bolt of light that is harmless to any creature of this dimension, but is damagin to any being from the Dimension of Nightmare.
  28. Banish Dark Being: The mystic can banish a being from the Dimension of Nightmare.
  29. Exorcism of the Dark: The mystic can banish an Exalted Being or Immortal from the Dimension of Nightmare, or destroy a consecration powered from the Dimension of Nightmare.
  30. Create Sigil of the Old Ones: The mystic gains the skill Knowledge of Old Ones (IN) (e). The mystic also gains the ability to create a Sigil of the Old Ones, this has the effect of Exorcism of the Dark. It can also be used to seal a prison for beings or Immortals of the Dimension of Nightmare.
  31. Sense Old Ones: The Mystic can sense the presence of Old Ones.
  32. Call to Old Ones: The Mystic, using a Sigil of the Old Ones and Sense Old Ones, can all out to an Old One, who will then answer...

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