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# Variant II - Iron Vein
**Reagent:** Trace of industrial metals or mining dust
**Effect**:
- Physical AC **+5 (Blunt, Slash, Pierce)**
- Gain **+1 Constitution** for the duration
**Drawback**
- Movement Speed **-1.5 meters**
- -1 to dodge throws
- -1 to parry throws
Blood thickens slightly and muscles tighten, making the body more resistant to impact but slower to react.
# Variant III - Sparkshot
**Reagent:** Spark gland or any mantra spark
**Effect**:
- Attack Throws **+1**
- Dexterity **+1**
**Drawback**
- Lightning AC becomes 0
The nervous system becomes overstimulated. Reaction speed increases, but the body becomes sensitive to electrical shocks.
# Variant IV - Grave Dust
**Reagent:** Animal blood or corpse residue
**Effect**:
- Regain **+10 HP immediately**
- Increase Max HP by 5 for the duration
- Necrotic AC **+15**
**Drawback**
- Posture Regain **-1**
- Posture damage taken +50%
The mixture slows blood flow and reduces pain response. The body becomes tougher but sluggish.
# Variant V - Frostbite
**Reagent:** Frost fungus or Frost gland
**Effect**
- Ice AC **+15**
- Max posture **+2**
**Drawback**
- Movement Speed **–1.5 meters**
Body temperature drops slightly. Muscles stiffen but become resistant to cold.
# Variant VI - Smoke Lung
**Reagent:** Industrial solvent
**Effect**:
- Gas AC **+20**
- Gain **Advantage on Constitution saving throws**
**Drawback**
- Constitution checks **–1**
The lungs fill with irritating vapors that temporarily harden the respiratory system but make breathing uncomfortable.
# Variant VII - Bloodrush
**Reagent:** Vial of Blood
**Effect**:
- Strength **+2**
- Melee damage **+1**
- Melee penetration **+5**
- Melee chip damage **+5**
**Drawback**:
- Blood AC **becomes 0**
Adrenal glands overproduce stress hormones. Muscles become stronger but blood vessels weaken.
# Variant VIII - Gale Step
**Reagent:** Stratus orb or galestone (powder)
**Effect**:
- Movement Speed **+3 meters**
- Dodge Throws gain **+1**
**Drawback**
- Physical AC **–5**
Muscles twitch constantly, forcing rapid movement but reducing the ability to brace against attacks.
# Variant IX - Etherwake
**Reagent:** Ether crystal
**Effect**:
- Ether Regain **+1**
- Ether Capacity **+5**
**Drawback**:
- Sanity loss from hostile environments increases by **1**
- Willpower -1
The brain becomes highly sensitive to etheric currents, improving control but stressing the mind.
# Variant X - Gravefire
**Reagent:** Charred bone dust
**Effect**:
- Necrotic AC **+30**
- Regain +2 Health immediately
- Regain 1 Health per round
- Gain **+2 damage against staggered targets**
**Drawback**
- **All elemental AC except necrotic drops to 0
Cell regeneration accelerates slightly but makes tissue unstable when exposed to heat.
# Variant XI - Predator Instinct
**Reagent:** Alpha/Crimson megalodaunt hide/blood or gland extract
**Effect**:
- Dexterity **+2**
- Advantage on Stealth Throws
**Drawback**
- Charisma **–2**
Heightens aggression and predatory instincts. The user becomes socially hostile and erratic.
# Variant XII - Black Pulse
**Reagent:** Dead biomass
**Effect**:
- Posture **+3**
- Posture Regain **+2**
**Drawback**
- Every round roll a **Constitution check**.
- Failure causes **1d4 necrotic damage**.
The heart begins pumping rapidly, flooding muscles with oxygen. The strain causes small internal damage.
# Variant XIII - Super Meridian Crack
**Reagent:** Stabilized Black Meridian crystal
This mixture was never used in the mines. It was developed by smugglers experimenting with concentrated ore.
**Effect**:
- Strength **+2**
- Dexterity **+2**
- Movement Speed **+3 meters**
- Max Posture **+3**
**Drawback**:
At the end of the 3-round duration:
- Take **1d6 Necrotic damage**
- Gain **+2 additional Toxicity**
All body systems accelerate simultaneously. Muscles and nerves operate far beyond normal limits, which causes internal damage once the effect fades.