Smart Drink

(• • Mind,  • • Life,  Prime,  Spirit,  Time)                                   The Book of Crafts   41

This is the elixir of enlightenment, or so the Children of Knowledge would like to believe.  by passing this magickal drink to a Sleeper, the alchemist lets her see the world as it really is.  Cultists of Ecstasy use a similar spell to treat drugs or food, and the original idea may have come from them.  Unfortunately, the recipient still has to assimilate the drink's effects without freaking out.  Considering that the most potent versions induce hallucinations and a physical rush with a mystickal look behind the scenes, it's not surprising that some folks just can't handle them.

[Given that so many people expect the Drink's effects to be simple hallucinations, the spell is totally coincidental.  Mind magicks open the drinker's mental perceptions and induce hallucinations.  Life gives her and energizing boost and helps her appreciate the reality of the living things around her.  Prime stimulates a rush (like the Prime 1 Effect) and lets her see creation's lifeblood.  Time and Spirit let her glimpse the fluctuations of time, and perhaps see through the Gauntlet.]

[As you can imagine, a Smart Drink provokes heady insights, especially for the un-Awakened.  The drinker's reactions depend on the person and circumstance -- some people can handle it, others crack.  The Storyteller may ask for a Willpower roll to determine if a character retains her sanity while under the influence.  The difficulty depends on what's going on at the time; if the Drink is downed in a club full of Banes, things may get sticky.  The Children lose more good customers that way.]