#25: Magnetizer

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#25: Magnetizer


Invented by: Ancestors
Type: Utility, Entertainment
Complexity: Low (C2)
We use it for: turning people into walking magnet fields, party tricks, sabotage, combat

Appearance: silvery, tinfoil sheen; viscosity slightly lower than water.

Taste: like licking a flagpole.

Effect: Consumant develops a magnetic field, strength of which depends on the serving size consumed. Left uncontrolled, the field will simply attract small metal objects to the consumant. However, consumants are capable of controlling and manipulating the magnetic field, and with sufficient time and practice, can use it to move magnetic metals independent of themselves, or magnetize other metal objects or fixtures. (Do not serve to Cybers or artificial intelligences, and make sure to warn them if you are serving it to anyone else nearby them.)

Notes

  • If you're serving to multiple people in the same room, limit the number of shots that everyone can have, or make sure that everyone has some distance between each other. Having too many magnetized people in a confined space often results in a lot of involuntary violations of personal space bubbles, and it's all fun and games until you realize you need to go to the bathroom, but you're still stuck to someone. Or a whole clump of people. And it's gonna take a mechanized wedge to pry everyone apart. -Miqo
  • Added a warning for Cybers and anyone that has tech that's vulnerable to magnets. This draught would probably throw Seraph or Alexa for a loop, even if it's someone else drinking it. -Mistofelees
  • Good for confounding your enemies if you can slip it into their drinks. Nothing like watching them stumble around in confusion trying to shake metal bits and knicknacks off themselves. Great for keeping guards distracted, or incapacitating them. -Solebarr

 

 

 

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Dec 27, 2025 22:13

This feels like opening a well loved bar ledger from a place that exists half in memory and half in myth. I really like how each draught reads as both a recipe and a quiet bit of world history. The side notes especially make it feel alive. The banter, and the bits of personality slipping through give the sense that these drinks were made by people who know each other far too well. The Iron Liver section was a standout for me. It does a great job grounding all the whimsy in something practical and playable while still feeling dangerous in a fun way. It never feels like a list for the sake of listing, Every entry adds texture to the Dreaming and to the people who live in it.   I'm really curious about this, that when you're inventing new draughts, do you usually start from the emotional effect you want to explore, or from a bit of lore character history and then build the drink around that??