From the writings of Arch-Witch Token Waters of the Blue Coral
The Force is a gift to all, but it doesn’t always work in everyone’s best interest when they need it. Sometimes, there needs to be a little more done to make the Force move in various directions. The Witches of Dathomir, and very likely, some abroad, have created their own tinctures and potions. The Blue Coral Divers are no exception to this task. We have created a number of different solutions to complete a number of different purposes.
These next few pages will expand on the tinctures that the Blue Coral Divers create, including the rituals, the ingredients, and the purpose of the vials. Many can be used in small tinctures, perfect for use by a traveling witch, while others require more space and more liquid.
Draughts are something more akin in size to a cup of caf, or the cans of fizzy drinks found in most tech-forward worlds. They usually require one or more witches to create the draught and are fairly ritual focused.
Draught of Healing - Perhaps one of the first Waters created by the Blue Coral Divers. On Dathomir, the clan was known for their healing waters. Taking with powered blue coral, fresh spring water, and requiring a clan Healer to impart her or his energy into the water. Should it be used with salt water, it could be possible that this draught can become one of harm. Light blue is healing, dark blue is harming.
Draught of Navigation - A bit of a more rare commodity. The Draught of Navigation is used by the Farseekers. Originally utilizing blood of a Dathomiri Frigate Bird and blood of a swiftswimmer. The draught gives Blue Corals or others views into the future, and views into the paths yet to be traveled. With the right focus, this can be used for both planetary and interplanetary instinctive navigation boost. This draught takes on a refreshing green color.
Draught of Truth - Pretty self explanatory. Powdered blue coral, fresh water, and the essence of a few various aquatic plants creates this orange liquid. Providing this to a target works as a minor truth serum, making the drinker fairly susceptible to suggestion.
Elixirs, on the other hand, are much more active-use. Created by one witch typically, with ingredients found on hand, but with a more focused approach, similar to a quick meal thrown together, or a small simple enchantment. More cooking than baking.
Elixir of Darkness - A small tincture, silver and purple in color. Basalt, blue coral, water, and a focus to hide that which can be seen. The Elixir of Darkness is used in one of two ways. First, if consumed, it can grant the target the ability to go unseen, blending from view into the background. If thrown, or scattered, an aura of darkness, not evil, but just dark, can cover a small area.
Elixir of Fast Currents - Another special creation. This allows a Witch to move much quicker than normal, be it on the ground or in the seas. Provides a more useful and less taxing alternative to using the Force to teleport over small distances. A bright yellow mixture made of enchanted sugars.
Elixir of Liquid Ice - A very useful combat tincture. A small glass vial, typically a glowing white, almost ice blue color. Very cold to the touch. The ritual turns the water into ice that promptly melts back to water. Not exactly the more refreshing liquid as it does involve powered gems to take the energy, but the result is a hardened aura, to protect the subject.
Elixir of Travel - Very similar to the Nightsister tincture that creates short-ranged simu-tunnels. This elixir is the hardest to make on the fly, but arguably one of the most useful.
The Force is a gift to all, but it doesn’t always work in everyone’s best interest when they need it. Sometimes, there needs to be a little more done to make the Force move in various directions. The Witches of Dathomir, and very likely, some abroad, have created their own tinctures and potions. The Blue Coral Divers are no exception to this task. We have created a number of different solutions to complete a number of different purposes.
These next few pages will expand on the tinctures that the Blue Coral Divers create, including the rituals, the ingredients, and the purpose of the vials. Many can be used in small tinctures, perfect for use by a traveling witch, while others require more space and more liquid.
Draughts are something more akin in size to a cup of caf, or the cans of fizzy drinks found in most tech-forward worlds. They usually require one or more witches to create the draught and are fairly ritual focused.
Draught of Healing - Perhaps one of the first Waters created by the Blue Coral Divers. On Dathomir, the clan was known for their healing waters. Taking with powered blue coral, fresh spring water, and requiring a clan Healer to impart her or his energy into the water. Should it be used with salt water, it could be possible that this draught can become one of harm. Light blue is healing, dark blue is harming.
Draught of Navigation - A bit of a more rare commodity. The Draught of Navigation is used by the Farseekers. Originally utilizing blood of a Dathomiri Frigate Bird and blood of a swiftswimmer. The draught gives Blue Corals or others views into the future, and views into the paths yet to be traveled. With the right focus, this can be used for both planetary and interplanetary instinctive navigation boost. This draught takes on a refreshing green color.
Draught of Truth - Pretty self explanatory. Powdered blue coral, fresh water, and the essence of a few various aquatic plants creates this orange liquid. Providing this to a target works as a minor truth serum, making the drinker fairly susceptible to suggestion.
Elixirs, on the other hand, are much more active-use. Created by one witch typically, with ingredients found on hand, but with a more focused approach, similar to a quick meal thrown together, or a small simple enchantment. More cooking than baking.
Elixir of Darkness - A small tincture, silver and purple in color. Basalt, blue coral, water, and a focus to hide that which can be seen. The Elixir of Darkness is used in one of two ways. First, if consumed, it can grant the target the ability to go unseen, blending from view into the background. If thrown, or scattered, an aura of darkness, not evil, but just dark, can cover a small area.
Elixir of Fast Currents - Another special creation. This allows a Witch to move much quicker than normal, be it on the ground or in the seas. Provides a more useful and less taxing alternative to using the Force to teleport over small distances. A bright yellow mixture made of enchanted sugars.
Elixir of Liquid Ice - A very useful combat tincture. A small glass vial, typically a glowing white, almost ice blue color. Very cold to the touch. The ritual turns the water into ice that promptly melts back to water. Not exactly the more refreshing liquid as it does involve powered gems to take the energy, but the result is a hardened aura, to protect the subject.
Elixir of Travel - Very similar to the Nightsister tincture that creates short-ranged simu-tunnels. This elixir is the hardest to make on the fly, but arguably one of the most useful.