Flying Powder

Flying Powder Mystic Basic 160 hours Requires: Chemistry You know how to create formulae that cause disassociation and failed spatial awareness. The victim of this powder (skin contact) must make a saving throw against poison at a 16 or higher to avoid the effects. This spell takes two rounds for full effect. That is, you hit them with it on one, nothing seems to happen at two, and they start tripping at the start of three. Those that fail feel like they are flying as they lose their ability to discern gravity and distance. Non-continuous objects become disassociated. That means that the victim cannot tell what items are touching one another; e.g. they can tell that a person's arm belongs to the rest of their body, but cannot tell whether the sword they are holding is in that person's hand or just floating in space. The game mechanics of this are: -4 initiative, -6 attack, -8 to all active defence, and they must make a Willpower check each round in order to focus enough to do anything. This is a potent spell (only a pinch is needed), but the effects are short-lived: 1D6 rounds exploding (for each '6' rolled, roll another die) starting with they start peaking. The victim's skin will feel cool to the touch during their 'flight' and for up to 10 minutes after as the drug clears through their system. Note that some people will pay good money to have these formulae used against them. The main ingredient is a flower that grows naturally in the Byzant Empire, but can be cultivated in any temperate region.