T3

Items / Gadgets / Incense

A variant of potions that are more powerful than either oils or elixirs in that they affect everyone in a room, but require ten minutes of quiet relaxation in a scent-filled room to take effect. A room up to four meters square can be filled with the meditative aroma, and up to twelve people can benefit at once.

Elemental Essence (four types; Wind, Sea, Sand and Flame)

This incense comes in four variants-one for each element. It creates an area where the element influenced by the scent becomes dominant. For fire, this means it becomes dry, slightly sulphuric, and hot. For earth this is cool and pungent. For air it is breezy and fresh, while water great moisture and a tang of salt and seaweed to the air. The main effect is that creatures affiliated with the affected element feel comfortable in the area, and are much more likely to react positively if summoned into such an area. This can also be a suitable gift to a genie. If you pick this as an item schtick, you have a supply of one type of Elemental Essence sufficient for normal adventure needs.

Incense of Madness

Anyone meditating under the influence of this pleasant-smelling drug will have wild visions of raving madness, and will awaken tired and distraught. Magic weeks after this, he will suffer nightmares and random visions, and after a time will find it difficult to discern reality from his visions.

Incense of Meditation

This scent induces restful prayer and meditation. Spending ten minutes praying under its influence restores Fu, Fortune and Magic points to their full values, just as if a new game session had begun.

Incense of Obsession

These strange blocks of incense exactly resemble incense of meditation. If meditation and prayer are conducted while the lit incense of obsession is nearby, its odor and smoke will cause it's victims to become totally confident that his mystical ability is superior due to the magical incense. A mage will be determined to use his spells at every opportunity, even when not needed or when useless, and spend a Magic point with each spell cast. A Fu character will use Fu schticks at every opportunity, refusing to do something if it cannot be done using Fu. All will become careless and trust their luck too far.