You have found three smoking elixirs of unimaginable power before you, and you know that mixing them is a bad idea.
Which elixir will you drink, and what of the other two? Save them for allies, or destroy them to remove the temptation?
The elixir of mind will open noirthoughts, . . .
billowing Yolo hear the minds of oth ers and FE elixir of wtt grill anyrat ), u/ CT," ifile ',') The elixir of spirit will free your soul allowing it to
force your own thoughts upon them. with skill met ' lillies, tat?" an talt l?, Cree C) f) taut manipulate the ether: At first only raw blag of
jkings of others minds, even consumed practice and determination you will find ways to
their with We at ‘rear ewe . . . I . aha e the ether into man effects. Wards barriers
as gaining a cm seans s e over e mum es o a , ,
mammal, with the stinger of scorpion. In the end, f you math greet roisters ‘Fee find that ‘Fee We free
In the end you that find that W” can transfer consume a creature that can regenerate from a small yourself from physical existence, becoming a
taut awn con ) into a new body, at piece, or one that never dies wage, so too will you creditors at law ether.
simp hr capy yourself over.
All three elixirs will allow you to create disciples, normal men and women imbued with a much weaker variation of the elixir that will be urged to follow your will, and
can have it forced upon them. Use care however, for their power may grow just as yours does, even to a point where your will can no longer overrule their own. But
push to hard and to often on them, and you will break them into shells of themselves, lacking all but the most vestigial will to survive as they are consumed with serving
you. Disciples may be given their own freedom, or given to another who has drunk of the elixirs, but this may never be undone.
To drink more then one, or even somehow allow more then one elixir to effect a being in any way, body mind or soul, would spell doom for the unfortunate disciple or being.