Sparked

The Wolves Head has been researching ways to generate many of the same abilities used by the Azure Reavers without taking an oath to the Demigod matron of the Matron Mysterium. Most of their attempts have been unsuccessful at cultivating abilities at scale. The exception is know as the Milk of Milesen, and it produces a condition known as being Sparked.   While created by the Wolves Head to try to gain military leverage against the entrenched reavers in society, its manufacture has spread among numerous alchemists in Matermar and beyond. Its manufacture is allowed due to the therapeutic and calming effect low doses have on a variety of ailments. Possessing large quantities by those other than physicians and chemists is considered suspect however.   At higher doses it causes sparks to be visible around the eye during and at time after its use. Hence the common name of being sparked.
  5th Edition D&D Rules: Milk of Melesen (Weak) is sold as a medicine and costs a few silver per dose.   Milk of Melesen (Strong Potion) (Uncommon) This potion has unpredictable results depending on the individuals own body. The first time any character takes this potion roll a d8 to determine the category of their reaction. Take the first entry ability on the first potion within a week, the second entry on the second time, and the third entry on third time in a week that this potion is imbibed. Any additional time use the 3rd dose column.           
Roll 1st dose 2nd dose 3rd dose
1 Lightning Aura: Each attack gains 1d4 lightning damage. This lasts for 3 minutes. As previously and all those that hit with a melee attack receive 1d6 points of lightning damage. As previously but each attack gains 1d8 instead of 1d4 lightning damage, you are immune to lightning damage and these effects now last two hours. Roll on the Physical Corruption table when the effects end.
2 Mind Aura: Your mind affects those you can see. Gain advantage on all insight, deception, intimidation or persuasion. This affects others for one hour. As previously and can cast Charm Person once within the hour. As previously but the previous effects last eight hours, and charm person can be cast twice. You can also cast Dominate person once in that eight hour timeframe. Roll on the Mental Corruption table when the effects end.
3 Ocean Soul: You gain water breathing and dark vision for six hours. You also gain a swim speed equal to your standard movement. As previously but can also cast control water three times in those 6 hours. As previously but the ability lasts for a week and you can cast control water three times a day. Once in that week you can also summon three water elementals. When the effect ends you must be submerged mostly in water at least 3 hours a day. Additional drinks within the week grant a swim speed 4 times your standard movement for a day.
4 Figments: You gain the ability to cast Disguise Self twice a day for a duration of four hours each. You also can cast Silent Image three times a day. As previously but you also project Hallucinatory Terrain the entire day regardless of if you want to. As previously but you may cast Disguise self at will for two days. You may also cast Mental Prison once in that timeframe. Roll twice on the Mental Corruption table when the effect ends.
5 Barbarian Soul: You gain advantage on all melee attacks and strength checks for half an hour. As previously and you gain a strength of 24 for that duration. As previously but you also can cast enlarge on yourself and gain an extra attack when taking the attack action. The duration is now an hour. You roll once on the Physical Corruption table when the effect ends.
6 Insubstantial Aura: You become ethereal for one hour. As previously and you can cast plane shift once on yourself only, but you will return to your native plane after the hour. As previously but you can take up to three others with you during the plane shift but only you return. The duration also increases to one day. Roll once on the Mental Corruption table when the effect ends.
7 Cloud soul: You gain a fly speed equal to your base speed for four hours. As previously but for eight hours, and your speed is double you base speed. As previously and you can cast Control Weather once and you can cast Fly on three others for the standard duration. Roll once on the Mental Corruption table when the effect ends.
8 Roll twice and each time you imbibe it will switch between those two options randomly Use the 2nd dose related to the 1st dose this week Use the 3rd dose related to the 1st dose this week but use the Corruption table related to the other option.
  Physical Corruption Table                   
Roll 1d10 Result
1 You gain skin splotches and boils that reduce your Charisma by one point.
2 You gain a limp which reduces you base movement by 5ft
3 You gain horrible breath and vulnerability to poison damage
4 You gain a mutated limb. Roll 1d4: 1. tentacle arm, 2. oversized arm (+1 strength with that arm), 3. hoof leg 4. Nose elongated and crooked
5 Your hair transforms. Roll 1d4: 1. becomes thick wires, 2. becomes moss and grass, 3. becomes heatless flames (10ft of low light), 4. becomes seaweed
6 You becomes physically weaker, lose 1d3 constitution
7 Your fingers and toes become claw like (gain a natural attack 1d3)
8 Your skin becomes unusual Roll 1d4 1. rocky, 2. scaly, 3. furry, 4. sickly green
9 Height changes by 1d20 inches even result is taller and odd result is shorter. Weight changes by 1d20 pounds as well, even result is heavier and odd result is lighter.
10 Eyes become odd. Roll 1d4: 1. Become snake eyes, 2. Glow a random color (disadvantage on stealth), 3. You lose both eyes (blind) , 4. They protrude on eyestalks and are mobile (advantage on perception checks using visible abilities)
  Mental Corruption Table                                   
Roll 1d10 Result
1 A "third eye" grows and grants perception into the etherial but the constant input makes you easily distracted reducing wisdom by 2.
2 A part of the soul becomes loose and prone to wandering, disadvantage on all wisdom and intelligence saving throws.
3 The mind shatters and your intelligence is now 6, if this is rolled a second time the intelligence is now 2.
4 The mind looses track of time and focus. You are unable to use hit dice on a short rest.
5 You become anxious and any gathering of over 4 other people makes you nervous. Gain disadvantage on all checks in social situations with other 4 people.
6 Your soul traps a wayward soul and it becomes fused and fights for control of your body. Any time under stress roll a contested Wisdom check to determine who has control of the body.
7 Your mind fails to control your body well, your Dexterity is reduced to 6, if this is rolled a second time Your Dexterity is now 2.
8 You are now horrendously awkward, and fail to interact properly with people. Your Charisma is reduced to 6, if this is rolled a second time your Charisma is now 2.
9 The soul becomes disjointed from the body and now refuses to heal and takes psychic damage from healing spells and abilities.
10 Your soul gives off a dark aura, perceivable by many. Disadvantage on Charisma checks and saves.

Transmission & Vectors

The Milk of Milesen is imbibed. Usually in small doses. Drinking significant quantities heightens the effect but can create an addiction or fry ones mind if taken too often.

Treatment

Beyond the usage for gaining special abilities, the Milk of Milesen is used to treat seizures or panic attacks at very low doses. It is also rumored to prevent alzheimers and mental deterioration of age and so many wealthy patrons take it in a tonic as a protective measure.

For someone who has taken far too much they need psychic surgery to repair the schism created between mind and body. Such techniques are not commonly known and finding a reputable practitioner is much harder than overdosing.
Type
Magical
Origin
Engineered
Rarity
Uncommon


Cover image: by Markus Dehning (vertixico)

Comments

Please Login in order to comment!