By Anton van Hamel (anton@mcdgroup.com)
Level: 4
Description: While chanting a prayer to Min, the Egyptian god of fertility, the spell caster mixes together the spell components. Bull blood and white bull fur, for Min's symbol was the white bull. Sand, to represent Min's tie to the desert and distilled water, to keep the user's intentions pure. once quaffed by one party before mating, a child will result. The child will carry the ancestry of the parent who drank the potion. Needless to say, this brew is priceless among the Garou and other endangered shapeshifters. This brew will even bypass the infertility of the metis.
System: The ritualist performs the ceremony above and makes the regular roll. White bull fur is required for the full effects, although some mediums have succeeded using bleached fur (+1 difficulty) or regular fur (+2 difficulty).
Level: 4
Description: Draining the poison from a piece of blow fish meat, the user adds the other spell components and seals their power by blowing a kiss to the brew. For several hours after anyone who ingests the poison (kiss, shared drink) other than the brewer will die. Popular methods of use include spreading as a lipstick or using like tooth paste.
System: The user spreads the poison to someone else (kiss, drink) upon ingestion. The victim makes a Stamina roll to resist the poison difficulty 9. Each success shrugs off the effects for 24 hours, during which time the ingester will feel nausea, pain and muscle spasms. There is no modern medical antidote. If the creator botches the roll, not only will the poison be unenchanted but the blowfish poison will take effect if the brewer ingests it (blowfish poison is deadly). The potency of the brew fades after several hours (1 per brewing success).
Level: 2
Description: By quaffing some of this tea, a wounded individual will quickly grow well again. To prepare, the medium crushes all of the plants into a fine powder. After blending, the whole mess is dropped into a kettle of boiling (now distilled) water. The tea is completed with a prayer and the drop of the brewer's blood. The red tea has a wonderful aroma and tastes salty-sweet, and those who drink it say it eases any kind of pain.
System: Standard roll. Once quaffed, the tea sets to work and heals almost any bodily ailment (dulls pain and heals 1 point of damage/turn for a number of turns equal to brewing successes). The tea heals any kind of damage, but the ingestor must rest (take no other actions) while healing. The ingestor must continue to rest for several hours after to ensure the tea's full effects.
Level: 3
Description: The medium creates a powerful intoxicant by imbuing a liquor (the harder the better) with the madness of luna. Chanting a prayer to luna, the medium lowers the silver item into the liquor. If successful, the silver will dissolve into the drink. Once boiled, the medium will be left with a silvery powder that can be sprinkled into a drink, inhaled, etc.
System: Standard roll plus a Charisma + Rituals roll for Luna's favour. Once ingested, the victim will stumble about, seemingly drunk but actually quite mad. This raises the difficulty of all mental and social rolls by the number of brewing successes. The madness lasts for one phase of the moon. This ritual works best when performed under the full moon.
Level: 1
Description: By coating his hands with this white powder and then clapping them together, the medium creates a flash of light capable of blinding everyone nearby.
System: Standard roll. Once finished, the medium spreads some of the powder over his hands (usually by slipping one into a pouch of the stuff). Unless it is washed off before then, the medium's next clap will blind everyone nearby with a bright flash. Anyone who sees it will be blinded for a number of turns equal to the medium's brewing successes. A pair of UV resistant sun glasses can protect one from these effects.
Level: 2
Description: By spreading this ointment over their body, a medium attracts any herbivores in the area. This is a useful tool in the wild when hunting.
System: Standard roll. Once applied, the ointment lowers the difficulty of all hunting rolls by the number of brewing successes. This ointment works assuming there are herbivores in the area.
Level: 2
Description: By aging this glop in a container, the medium can create a minor explosive or a handy torch. This can also be used in combat, but is dangerous since a strong knock could cause the containers on the medium's person to burst into flame.
System: Standard roll. The ingredients must be sealed tightly in a container and aged for a few weeks. The longer the better. After that, once oxidised the glop will burst into flames which spread as a normal fire. The flames do damage equal to the medium's brewing successes + number of weeks aged the first turn. Half of that the next turn, and half of that the third (round up) and will continue to burn at that rate as long as there is something flammable to consume. The fire cannot be put out and lasts as long as there is something to consume. This is best used against buildings and other undesirable inanimate objects.