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The Potion Index


Jistuma
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The Potion Index

 

Listed below are all of the potions known in the Lord of the Craft universe, including their usage and descriptions. This has been made to list all potions made and roleplayed by alchemists. For the moment, most potions do not need LM permission to be invented and roleplayed, but you can always post the potion here to make sure.

 

The application for new potions are at the bottom. Post your application as a reply to this topic.

 

"LM Approval" refers to a player requiring the exact consent of a Lore Master in order to create a given potion. The majority of the time the answer will be yes, this is more so used to monitor and control their usage.

 

 

UEJeLz6.png

 

The Potion Index

 

Spoiler

~ Potion of Mending ~

 

Spoiler

 

Description and effects:

Often times the most used potions of an alchemist’s arsenal. Mending potions are those to aid the hurt and injured with their effects of repairing flesh and bone, as well as body and mind. Potions of Mending are normally administered both internally and externally. Pouring it on bandages to place over wounds is a normal way of using it, as well as drank as well. For illnesses it is just drank, and for minor cuts and bruises just placing it on the wound is enough. Minor wounds require only minor potions, and no better potion should be used for these kinds of injuries. This is because greater potions, those designed for greater injuries are often time a way to escape death, or save from devastating injuries, and side effects result from extreme fast regeneration or reconstruction of tissue and bone. Paralysis of the area, scarring, chronic pain and small deformations may appear from the greatest of potions, yet their effects can be as great as repairing a shattered bone, returning vision to a cut eye, closing wounds in seconds. Even though those things are possible, sometimes even faster than with magic, they do not only require the use of the potions, but as well medical expertise. A potion to fix up a shattered bone requires it to be administered directly into the bone, and that means the flesh must be cut to expose it, which to do safely is quite the task. Of course even though the patient will he healed quite fast, he would be in no condition to do much for a few hours, fast healing is tiring for the body.

 

Recipe:

- Minor:
Base: Water
1 Symbol of Water (Life)
1 Symbol of Earth (Life)

- Lesser
Base: Distilled Water
2 Symbols of Water (Life)
1 Symbol of Earth (Life)
1 Symbol of Air (Quickness)

- Greater
Base: Aqua Vitae
2 Symbols of Water (Life)
2 Symbols of Earth (Life)
1 Symbol of Air (Speed)

 

Author:

Itric

 

LM Approval Required:

No

 

 

~ Potion of Regeneration ~

 

Spoiler

 

Description and effects:

A quite potent potion, it is part of the healing potions, but has a recipe on it’s own due to it’s complexity. It’s recipe is both dark, and it’s effects slow, but with amazing results. The potion is able to remove scarring, and most of all, regrow missing limbs. Taking months to fully regrow the limb, they would then have to be retrained, and strengthened. It’s the most powerful healing potion an alchemist can do, and to make it one must be quite adept at alchemy making, but as well face a choice which would leave most healers with a sore throat. The base used is not Aqua Vitae or Water, but the blood of the person that requires the potion. This means the potion only might work on one person. Mandragora is used for it’s rejuvenation representation, and the other main ingredient is the liver of a mother of the same race. Not using the same race woman will result in horrible mutations, and weird growths, and not perfectly made potion will as well result in weird growths instead of the required limb. The mix of the ingredients are also quite reactive, which means it will take a skilful alchemists to make it carefully. It becomes a dark colored liquid when complete, and throughout the making, the heat must be correct and constant. The other ingredients are not always the same, as the recipe like other greater healing potions.

 

Recipe:

Base: Blood
Mandragora
Liver of a Mother
2 Earth Symbols (Life)
1 Air Symbol (Grace)

 

Author:

Ziko

 

LM Approval Required:

Yes

 

 

~ Potion of Stoneskin ~

 

Spoiler

 

Description and effects:

A potion that almost seems like a legend come true. This potion is one great in an alchemist’s arsenal. It makes one skin as hard as stone, armor without armor, able to protect itself against blades and arrows quite efficiently. Of course like hitting stone, some chipping of the skin might happen, and that will appear as wounds once the effects of the potion wears out. There are two major side effects of this potion. One of them is the fact that drinking it is extremely hard. Some that have drank it consider the taste worse than poison. After the effects of the potion the result is also one like being sick. Vomit, extreme nausea are very common effects. The other side effect is what happens if the body can not fully handle the potion. They become like a rock, unable to move, fully paralyzed yet indestructible as well. It is a rare effect, I would say happening one in five potions drank, but losing agility is a normal side effect of it. There is only one rank of this potion, anything less and it’s effects won’t be worth, anything more and the body can not take it. There are also a few other side effects with too much consumption of the potion: https://www.lordofthecraft.net/forums/topic/144443-akmens-syndrome-re-the-potion-of-stoneskin-effect/

 

Recipe:

Base: Aqua Vitae
4 Symbols of Earth (Fortitude)
2 Symbols of Water (Life)
3 Symbols of Fire (Power)
1 Symbol of Air (Speed)

 

Author:

Itric

 

LM Approval Required:

No

 

 

~ Potion of Strength ~

 

Spoiler

 

Description and effects:

Another highly sought after potion, this one is capable of enhancing the strength of someone, sometimes making an elf as strong as an Olog for short moments. Making such temporary changes to one’s body may bring quite the great amount of pain, yet it’s great way to achieve victory in a duel or fight. The major problem, like that of the potion of stoneskin, is that the body is not adapted to this amount of strength. It has been heard about people who drink this potion falling in pain as the effects of the potion come, or after the effects end, due to crushed bones, or destroyed muscles. If used in the right dosages and not excessively though, the side effect is normally tired muscles. The minor rank of this potion is quite good for training, and it’s effects quite safe, considering it only gives one a small power boost, good for lifting heavy weights out of a cart.

 

Recipe:

- Minor
Base: Water
1 Symbol of Earth (Fortitude, Power, Resilience)

- Lesser
Base: Distilled Water
2 Symbols of Earth (Fortitude, Power, Resilience)
1 Symbol of Fire (Power)

- Greater
Base: Aqua Vitae
3 Symbols of Earth (Fortitude, Power, Resilience)
1 Symbol of Fire (Power)

 

Author:

Itric

 

LM Approval Required:

No

 

 

~ Potion of Celerity ~

 

Spoiler

 

Description and effects:

Also know as potion of agility and potion of speed, the potion of celerity is the one that raises the movement speed and reflexes of the body. Normally wanted to be used for combat, many find it better to use when following prey while hunting, or even by thieves to quickly escape when seen. The side effects happen as all do when the body is changed temporarily, the body is not made to move faster than it does, and forcing it to do it may bring extreme pain to the muscles after the effects are done.

 

Recipe:

- Minor
Base: Water
1 Symbol of Air (Speed)

- Lesser
Base: Distilled Water
2 Symbols of Air (Speed)

- Greater
Base: Aqua Vitae
3 Symbols of Air (Speed)
1 Symbol of Fire (Power)

 

Author:

Itric

 

LM Approval Required:

No

 

 

~ Potion of Accuity ~

 

Spoiler

 

Description and effects:

Another air based potion like the potion of Celerity, the potion of Accuity is an amazing potion to create and use. This potion provides the drinker with heightened senses, and may be prepared to all senses, or to specific ones for more potency. Often times uses for hunting or for taking a job in hard tasks with require great vision, hearing or touch. In a competition of cooking for example, the judges might drink this potion beforehand for greater ability to judge the taste, and it is said that with it, someone might smell poison in their drink when there is no smell to sense. The result of enhancing the senses for a short while, is the worsening of them afterwards for a short while.

 

Recipe:

- Minor
Base: Water
2 Symbol of Air (Perception)

- Lesser
Base: Distilled Water
3 Symbols of Air (Perception)

- Greater
Base: Aqua Vitae
4 Symbols of Air (Perception)

 

Author:

Itric

 

LM Approval Required:

No

 

 

~ Potion of Wizard's Wisdom ~

 

Spoiler

 

Description and effects:

A potion able to enhance the mental capabilities of the drinker temporarily. Fantastic even in it’s purple color, it enhances one’s problem solving, reasoning, and general thinking ability. Of great use to alchemists as well, especially when formulating new potions and you find yourself stuck on a problem. This potion will aid you, not by giving you ideas as soon as you drink it, but by clearing your mind, making you think fluidly, and giving you a new perspective on the matter. It’s reagents are many, so to create them you would take quite the lengthy time, and the migraines it creates are long, yet if you enhancing it with purer ingredients will diminish some of the migraines. Another point about this potion could perhaps be it’s effects when dealing with memory loss, it might make the person have an easier time remembering, mind invasion from mental magic, becoming fully in control of your own mind placing the mage outside of control, and while being interrogated or lying, you will appear far more truthful in your responses.

 

Recipe:

- Minor:
Base: Water
2 Symbols of Water (Balance, Clarity)
1 Symbol of Fire (Power)
2 Symbols of Earth (Endurance)
1 Symbol of Air (Perception)

- Lesser:
Base: Distilled Water
3 Symbols of Water (Balance, Clarity)
2 Symbols of Fire (Power)
3 Symbols of Earth (Endurance)
2 Symbols of Air (Perception)

- Greater:
Base: Aqua Vitae
5 Symbols of Water (Balance, Clarity)
3 Symbols of Fire (Power)
3 Symbols of Earth (Endurance)
3 Symbols of Air (Perception)

 

Author:

Itric

 

LM Approval Required:

No

 

 

~ Potion of Smoke Whispers ~

 

Spoiler

 

Description and effects:

Like in the magical stories where the hero throws something into the floor and a cloud of smoke is formed, this potion creates the same as the vial shatters. Creating black smoke which releases fast, it allows the thrower a distraction or the ability to temporarily incapacitate the adversaries. Brewed over the course of four weeks, this potion is literally smoke in a bottle, and like it, it creates irritation when breathing and to the eyes.

 

Recipe:

Base: Aqua Vitae
4 Air Symbols (Flight, Transport)
1 Fire Symbol (Combustion)

 

Author:

Redbench

 

LM Approval Required:

Yes/No

 

 

~ Potion of Sleeping ~

 

Spoiler

 

Description and effects:

Used by people of all kinds, this potion’s objective is placing someone to sleep. It might act fast, it might act slow, it might be to help with sleeping at night, or it might be to knock someone out. The use will dictate the power the potion has to be made. Minor potions will have more of a relaxing result, making resting far more easier to achieve. Lesser ones have to be drank, and soon after the potion will take effect and the one to drink it will not even noticed he passed out. Greater potions on the other hand, might not even need to be drank, only smelled. This is particular good for doctors when needing to operate, as it does not force the patient to drink something. To force it on someone might not have some good results, as the potion does take it’s time to give it’s effect, enough to fight back. It is worth noticing, that if the recipe is only read by the symbols needed, the lesser potion of sleeping is the same as the lesser potion of mending. Always be careful with the representations of the symbols you use.

 

Recipe:


- Minor
Base: Water
2 Symbols of Water (Calmness and Relaxation)
1 Symbols of Air (Speed)

- Lesser
Base: Distilled Water
2 Symbols of Water (Calmness and Relaxation)
1 Symbols of Air (Speed)
1 Symbol of Earth (Resilience)

- Greater
Base: Aqua Vitae
2 Symbols of Water (Calmness and Relaxation)
2 Symbols of Air (Flight and Speed)
1 Symbol of Earth (Resilience)

 

Author:

Jistuma

 

LM Approval Required:

No

 

 

~ Potion of Freezing ~

 

Spoiler

 

Description and effects:

A peculiar potion, which it’s only intent is freezing or cooling something, or perhaps to just keep cold. The potent one quickly freezes water on contact, making it something impossible to drink and dangerous to the touch. This potion must be kept in a thick glass vial, and it then must be surrounded by fur, or something of the like as to keep it your hands from freezing and stopping water from getting stuck to the vial. A weaker type of the potion is a protection of a person’s cold, which seems quite horrible for most times. Yet if you’re travelling into very hot climates, it could save one’s life.

 

Recipe:

- Minor
Base: Water
1 Symbols of Water (Cold)
1 Symbol of Earth (Resilience)

- Lesser
Base: Distilled Water
2 Symbols of Water (Ice, Cold)
1 Symbol of Earth (Protection)

- Greater
Base: Aqua Vitae
2 Symbols of Water (Calmness and Relaxation)
1 Symbols of Air (Speed)
1 Symbol of Earth (Hardiness)

 

Author:

Jistuma

 

LM Approval Required:

No

 

 

~ Potion of Waterbreathing ~

 

Spoiler

 

Description and effects:

A remarkable potion which allows someone to breath underwater for long periods of time. The biggest side effect of this potion, is that you stop breathing air. Made of rare ingredients, mainly the liver and gills of a mermaid, it turns someone temporarily into a sort of human fish. Your skin between the toes and hands starts webbing, only falling out a few hours after the effects of the potion are gone. Being too long inside of the water also makes it so that when you finally leave, your ears seem to pop, and you can not hear for a few minutes. The most important part of the potion, is the creation of gills on the side of your neck, it is these that allow you to breathe underwater, yet not above. For the first few moments of the transformation, someone can not breathe in or out of water, it may create panic in some people, yet they must remember to go into the water, because they will not be able to breath out of it.

 

Recipe:

Base: Aqua Vitae mixed with a bit of seawater
Mermaid’s Gills and Liver
1 Symbols of Water (Fluidity)
1 Symbols of Air (Speed)
1 Symbol of Earth (Resilience)

 

Author:

Watty_

 

LM Approval Required:

Yes

 

 

 

~ Mourner's Salve / Thornskin Salve ~

 

Spoiler

 

Description and effects:

As the name implies, this thick and chunky potion is better described as a salve. Requiring the seeds of the rare 'mourners tree', this potion transforms one's skin into a rough, spiked texture resembling thorns of two to five inches in length and half an inch in diameter. They are scattered unevenly around the person's body, with the distribution ranging from no gap to inch-wide gaps. They are sharp and hard enough to tear clothes and even some forms of cured leather, but come with the drawback of potentially harming the user of this salve, as it does not make their skin any harder. This is because the thorns emerge from any surface of skin that has come in contact with the salv. Thusly, the alchemist in question could accidentally rub the salve in with their hands, or even apply it to a joint, where the thorns would spear their flesh when they bend the joint.

 

Another disturbing effect of the potion would be the after effects. Once worn out, the thorns fall off, leaving holes in the skin of the individual. If large parts of skin are coated, one might find themselves with a plethora of easily-infected but rather shallow wounds, as well as the possibility of scaring.

 

Recipe:

Base: Aqua vitae

- 1 Symbols of Earth (Rigidity / Mourner's Tree seeds only)

- 3 Symbols of Fire (Power)

 

Author:

Mephistophelian

 

LM Approval Required:

No

 

 

~ Frost Oil ~

 

Spoiler

 

Description and effects:

As an oil, this concoction has an external use and is not to be drank. The Frost oil, or Oil of frost, is an oil which has similarities with the potion of freezing, but whose effects last longer, enabling it to be coated in weapons, armor or clothes. It’s effects are quick cooling what it touches, but it reacts weakly to air, meaning it’s effect happen mostly through contact. Using such an oil on clothing or armor might make the wearer cold, but such could be the objective if one is travelling into hot deserts or inside volcanos. On the other hand, while it might make the cloth or armor it was placed cold, it also offers a protection to the same cold, as something already cold, can’t get colder. As such, if one would use the oil of frost in cloth, he would find himself getting colder, yet if the oil was used on the outer layer of plate armor, it would assist with protecting against cold winds. If placed on weapons, it has the most use on swords. A slash of the weapon on someone’s skin would slightly freeze the area. You might think a frozen cut would mean that the blood loss would be lower, and it’s true, yet freezing the area will make the skin turn slightly blue, and the opponent will have difficulties moving the area, this way slowing him down. The cut makes the cooling enter more into the flesh, perhaps even forcing someone to have to remove the frozen flesh affected, maybe even amputating a limb. The biggest worry of using it on tools and armor is that it also cools it down substantially, and when badly brewed will make metals very easily shattered, when well brewed they will still suffer some problems in lesser effect.

 

Recipe:

Base: Lard
3 Symbols of Water(Cold, Ice, Frost)
2 Symbols of Air (Speed)
1 Symbol of Earth (Fortitude)

 

Author:

Itric

 

LM Approval Required:

No

 

 

~ Flame Oil ~

 

Spoiler

 

Description and effects:

The Oil of Flame does almost the exact same as the Oil of Frost, yet instead of cold, it works with burning. In contact with the skin it will leave huge burns, but of course you do not apply it to the skin. On weapons, when striking the enemy, it will cause great pain a kind to burning. The flesh will become red and start to create puss. While the Oil of Frost might slow the opponent, the oil of Flames inflicts greater damage on him. The weapon does not escape damage, while with the Frost Oil the weapon may shatter, with the Flame Oil it corrodes it. While the effects do seem like those of a flame, it does not actually heat an object up. It actually make it more flame repellent and heat resistant. Of course the resistance isn’t perfect, and a wooden sword coated with the oil will still catch ablaze, it does tarden the effects. This means if applied to armor or cloth that is not touching the skin, it creates a sort of heat and flame protection. In the recipe it is found the use of a water symbol, and one might ask why such a representation is required in such a fire centric concoction. The explanation is rather simple, it calms the fire symbols of destruction and power, balancing it to not create an extreme reaction, which normally is represented as an explosion while brewing.

 

Recipe:

Base: Lard
3 Symbols of Fire (Power, Destruction, Burning)
2 Symbols of Earth (Endurance)
1 Symbol of Water (Calmness, Balance)

 

Author:

Itric

 

LM Approval Required:

No

 

 

~ Fortitude Oil ~

 

Spoiler

 

Description and effects:

Quite a simple oil to explain with the phrase “Armor for your Armor”. An oil which holds material together and makes it last longer or resist further violent means against it. The problems with this simple oil aren’t many, as it has about the same effect with weapons, armor, or even special goods that one might want to protect. While armor will resist greater forces on it, as soon as the limit is reached, the oil would be as not there, even making the armor break more substantially. This makes the armor ideal for arrows, sword cuts, piercing, and jabs, yet if a warhammer or battle axe hit full on, it would make the armor shatter. For weapons this problem does not exist, as the weapon is made to hold and last great force, if being used correctly. As such this oil is ideal to prolong the life of the weapon it is used on. Just remember to never mix any of the oils in armor or weapons, as the consequences would be quite high. From rusting, fracturing, to even melting.

 

Recipe:

Base: Lard
3 Symbols of Earth (Endurance, Fortitude, etc.)
2 Symbols of Fire (Potency, Power)

 

Author:

Itric

 

LM Approval Required:

No

 

 

~ Hair Rejuvinating Oil ~

 

Spoiler

 

Description and effects:

Depending on what ingredients you use, it rejuvenates hair, grows hair that was falling, and grows hair where the oil touches. The weaker version will simply make the hair stronger and shinier, while the middle one helps hair grow back and grow faster, if someone is going bald, or lost hair due to a prank, or accident. The stronger version is quite dangerous. While it’s main purpose is to grow hair, it also grows anything else it touches. As such, the area it is used in must be cleaned, clean gloves must be used or you risk gaining furry fingers, and a clean cloth must be used to spread the oil. If anything contaminates the oil, it is more likely that fungus or bugs start growing instead of hair, and if you drink it. Lets just say someone has puked a moving fish after drinking it, and the tongue looked quite furry.

 

Recipe:

- Minor
Base: Lard
1 Symbol of Air (Speed/Grace)
1 Symbol of Earth (Hardiness)
1 Symbol of Water (Rejuvenation)

- Lesser
Base: Lard
1 Symbol of Air (Speed/Grace)
2 Symbols of Earth (Hardiness and Regrowth)
1 Symbol of Water (Rejuvenation)
 
- Greater:
Base: Lard
1 Symbol of Air (Speed/Grace)
2 Symbols of Earth (Hardiness and Regrow)
2 symbol of Water (Rejuvenation and Life)

 

Author:

Jistuma

 

LM Approval Required:

No

 

 

~ Glue Oil ~

 

Spoiler

 

Description and effects:

A simple oil that can strengthen glue properties, and make them react only when movement is happening. Something interesting to use when fixing machinery or to make shoes that do not slide in ice, but allow you to walk on it easily. Without using Jailor's Moss as the air symbol, and using an air symbol representing speed, then the effects change and the glue becomes one that hardens quickly after applying, especially good in construction.

 

Recipe:

Base: Lard
1 Symbol of Air (Travel/Speed)
2 Symbols of Earth (Hardiness, Connection)

 

Author:

Jistuma

 

LM Approval Required:

No

 

 

~ Nims' Babbling Unction ~

 

Spoiler

 

Description and effects:

Nims’ Babbling Unction is mostly sought after by crooks and jesters alike for its ability to cause the consumer extreme disorder in their speech. Once consumed the oil begins to cause the mouth to over salivate creating difficulty while talking. After the initial stage of over-salivation, the user’s tongue would swell and shake about in their mouth further complicating the user’s ability to talk. Lastly the user would notice their lips would  increasingly become difficult to move. The effects of this oil  could persist for a varied amount of time usually subsiding after a day from last consumption. This is one oil that one would not wish to be anointed with.

 

Recipe:

Base: Lard

1 Symbol of Air (Tremor)

2 Symbol of Earth (Immobility, Rigidity)

2 Symbol of Fire (Inflammation, Disorder )

1 Symbol of Water (Hydration)

 

Author:

CoffeeMagi

LM Approval Required:
No

 


~ Alchemist's Fire ~

 

Spoiler

 

Description and effects:

One of the greatest means of attack from an alchemist, their creation of fire. Many times referred to as ‘fire in a bottle,’ a more correct term would be ‘liquid fire.’ The alchemist is able to access the properties of fire and add them into a liquid, making it highly volatile and dangerous. Getting hit by a bottle of it would result in being completely covered in flames. Of course it’s not always used for combat, and many times it is used to cleaning metal utensils, such as cauldrons and knives from contaminants and impurities. Some may say it’s a waste to use such a powerful potion on cleaning, but it’s use that way may also be associated with it’s danger. Alchemist’s fire is highly dangerous, both while brewing and after. To brew it, not only must the temperature of the concoction remain constant, that temperature must be almost freezing. The room must be made almost specifically to create it, as it must be freezing cold. Some alchemists have started using Thanhium to have a cold room in their labs instead of heading to the tall mountains, or the cold Tundras. In those conditions the alchemist’s fire is made, and even brewed in freezing temperatures, it still can burn your hand. The bottles must be made of glass, and to fill them, thongs of sorts must be used, as if your hand touches the liquid it will be burnt, even will gloves. Never should an alchemist fall into the mistake of using a wooden cork, as the liquid will burn right through it and most likely blow in the hands of the handler, they must always be made of glass. Now onto the dangers of the bottles. If they are kept stationary, they won’t be dangerous, it’s problems start when they are moved quickly or hit. Some alchemists keep them in Athin made sacks to prevent some of it’s force if the bottle is broken, yet even so the alchemist would be burnt. Falling while carrying these bottles, or being pushed, punched, thrown to the ground may result in a bottle breaking. For them to be useful they must break, but that is the bane of the carrier as well. For each bottle a man carries, when subjected to what was mentioned above, there is a 30% chance of it breaking and setting the man on fire. Throwing the bottle hard will have 30% chances of blowing up in the thrower’s hand, and even if thrown underarm for more safety still has 15% chances of blowing when thrown. The safest way to use the bottle is to drop it, it results in it blowing up when hitting the ground in almost all cases. While it does explode, it’s explosion is not one like tnt, but more of many tiny shards of glass and fire sent flying everywhere. Normally for the cleaning that I spoke above, the explosion is avoided by opening the bottle and pouring it out fast enough so that it doesn’t break it. Alchemist’s fire releases air as it burns, meaning it can’t be easily extinguished and will continue to burn until it’s gone. There are only a few specific ways to stop it from burning, normally requiring an alchemy potion to counter effect it, a freezing potion for example could work. The way it behaves is almost like burning oil, a liquid aflame.

 

Recipe:

Base: Aqua Vitae
4 Symbols of Fire (Destruction, Power, Consumption)
2 Symbols of Water (Fluidity)
1 Symbol of Air (Speed)

 

Author:

Itric/Lago

 

LM Approval Required:

No

 

 

~ Golden Apples ~

 

Spoiler

 

Description and effects:

The golden apple has long been fabled to have a curious effect on elves. However, those who say this would be wrong for a variety of reasons. Firstly, the golden apples which do such are not coated in gold, they are coated in Arcarum, better known as mage gold. In addition, these apples do not effect all elves. Very few elves at all are susceptible to the effects of the Arcarum-Apple but those who seemingly are predisposed to its effects will experience such effects in full force. When consumed one of two things will occur. The first being that the elf will lose part, all or a tiny fraction of their memories. The second being it will have no effect. Should it have no effect nothing shall occur. When one says "memories are lost" however, one does not truly mean memories are lost. Rather, they are simply masked over. Impossible to access by the conscious individual who consumes the apple but still visible to those who might view the mind from outside— Such as a mind mage. Memories can also be slowly restored over time by reminding or re-simulating events which happened to them. Creating such an apple is very dangerous, and any wrong thing will make the potion explode when adding the apple, which will result in a very damaged or lost hand. Such happens 1 time out of 4 (roll required, 5-/20 and the potion explodes in the alchemist's hand).

 

Recipe:

Recipe:

Base: Magegold

1 Air Symbol (Quickness)

1 Earth Symbol (Memory)

2 Fire Symbol (Destruction and Power)

2 Water Symbols (Fluity and Calmness)

 

Author:

SupremacyOps/Jistuma

 

LM Approval Required:

Yes

 

 

 

 

UEJeLz6.png

 

 

Application

Below is an application to which you may reply to this topic with in order to add a new potion to the world. Expect a single word answer of "Yes" or "No" and no elaborate answer; if you truly care to argue for your potion, PM myself (Jistuma) and it may be discussed. 

 

Quote

(Name)

Description and effects:

 

Recipe:

 

Author:

 

LM Approval Required:

Yes/No

 

 

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Mourner's Salve / Thornskin Salve

 

Description and effects:

 

As the name implies, this thick and chunky potion is better described as a salve. Requiring the seeds of the rare 'mourners tree', this potion transforms one's skin into a rough, spiked texture resembling thorns of two to five inches in length and half an inch in diameter. They are scattered unevenly around the person's body, with the distribution ranging from no gap to inch-wide gaps. They are sharp and hard enough to tear clothes and even some forms of cured leather, but come with the drawback of potentially harming the user of this salve, as it does not make their skin any harder. This is because the thorns emerge from any surface of skin that has come in contact with the salv. Thusly, the alchemist in question could accidentally rub the salve in with their hands, or even apply it to a joint, where the thorns would spear their flesh when they bend the joint.

 

Another disturbing effect of the potion would be the after effects. Once worn out, the thorns fall off, leaving holes in the skin of the individual. If large parts of skin are coated, one might find themselves with a plethora of easily-infected but rather shallow wounds, as well as the possibility of scaring.

 

Making the potion requires a large amount of Mourner's tree seeds (about five whole seeds) to be made into a paste. This paste is then added to the aqua vitae mixed up with three different fire symbols of power to make a reddish brown, thick salve. It is rather sticky, and coming into contact with skin causes almost immediate growth of keratin-like thorns.

 

Recipe:

Base: Aqua vitae

- 1 Symbols of Earth (Rigidity / Mourner's Tree seeds only)

- 3 Symbols of Fire (Power)

 

Author:

Mephistophelian

 

LM Approval Required:

Yes/No

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On 06/08/2016 at 8:18 PM, Mephistophelian said:

Mourner's Salve / Thornskin Salve

 

Description and effects:

 

As the name implies, this thick and chunky potion is better described as a salve. Requiring the seeds of the rare 'mourners tree', this potion transforms one's skin into a rough, spiked texture resembling thorns of two to five inches in length and half an inch in diameter. They are scattered unevenly around the person's body, with the distribution ranging from no gap to inch-wide gaps. They are sharp and hard enough to tear clothes and even some forms of cured leather, but come with the drawback of potentially harming the user of this salve, as it does not make their skin any harder. This is because the thorns emerge from any surface of skin that has come in contact with the salv. Thusly, the alchemist in question could accidentally rub the salve in with their hands, or even apply it to a joint, where the thorns would spear their flesh when they bend the joint.

 

Another disturbing effect of the potion would be the after effects. Once worn out, the thorns fall off, leaving holes in the skin of the individual. If large parts of skin are coated, one might find themselves with a plethora of easily-infected but rather shallow wounds, as well as the possibility of scaring.

 

Recipe:

Base: Aqua vitae

- 4 Symbols of Earth (Rigidity / Mourner's Tree seeds only)

- 3 Symbols of Fire (Power)

 

Author:

Mephistophelian

 

LM Approval Required:

No

Accepted.

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Nims' Babbling Unction

 

 

Description & Effects:

 

Nims’ Babbling Unction is mostly sought after by crooks and jesters alike for its ability to cause the consumer extreme disorder in their speech. Once consumed the oil begins to cause the mouth to over salivate creating difficulty while talking. After the initial stage of over-salivation, the user’s tongue would swell and shake about in their mouth further complicating the user’s ability to talk. Lastly the user would notice their lips would  increasingly become difficult to move. The effects of this oil  could persist for a varied amount of time usually subsiding after a day from last consumption. This is one oil that one would not wish to be anointed with.

 

Recipe:

Base: Lard

1 Symbol of Air (Tremor)

2 Symbol of Earth (Immobility, Rigidity)

2 Symbol of Fire (Inflammation, Disorder )

1 Symbol of Water (Hydration)

 

Author:  CoffeeMagi

 

LM Approval Required:  No

 

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2 hours ago, CoffeeMagi said:

 

Nims' Babbling Unction

 

 

Discription & Effects:

 

Nims’ Babbling Unction is mostly sought after by crooks and jesters alike for its ability to cause the consumer extreme disorder in their speech. Once consumed the oil begins to cause the mouth to over salivate creating difficulty while talking. After the initial stage of over-salivation, the user’s tongue would swell and shake about in their mouth further complicating the user’s ability to talk. Lastly the user would notice their lips would  increasingly become difficult to move. The effects of this oil  could persist for a varied amount of time usually subsiding after a day from last consumption. This is one oil that one would not wish to be anointed with.

 

Recipe:

Base: Lard

1 Symbol of Air (Tremor)

2 Symbol of Earth (Immobility, Rigidity)

2 Symbol of Fire (Inflammation, Disorder )

1 Symbol of Water (Hydration)

 

Author:  CoffeeMagi

 

LM Approval Required:  No

 

Accepted.

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Lockbreaker Broth

Description and effects:

This potion is made to make the drinker slightly faster and more increase his hearing, making whoever drinks it much more agile. Yet it remains a deadly potion, needing the purest of the Drakes Tail roots. The potion's effect will last a relatively long time, yet here is the catch: the many burning and deadly ingredients needed to make such a concoction will burn someone's insides, not killing yet simply locking the liquid within said body, making the effects longer. 

 

The he inside of the body will heal after an Elven day, during that day the drinker will feel much quicker indeed, yet a horrible pain in his whole body, food and drink will have no taste. And his voice will be very coarse. The downside effects may be even permanent, the acid like liquid slowly changing his insides.

 

after a repetitive drinking of this liquid over the days ((every irl week for about a month)) the effects of the potion will be lessened, yet permanent, leaving the drinker with a destroyed and horrible voice, a slight pain in the whole body will persist forever and food and drink will taste horrible. Yet his hearing, sight and movements will be slightly increased. A rather harsh price for this ((The agility isn't too overly strengthened, perhaps only a little bit)).

Recipe:

Base: Aquae Vitae

3 symbols of air: ((agility, perception, speed))

1 symbols of fire ((burning, destruction))

1 symbols of water ((cold))

 

 

Author:Jentos

 

LM Approval Required:

Yes

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~⋞☠⋟ The Potion of Shrinking ⋞☠⋟~

 

Description and Effects

 

The potion of shrinking is a unique matter. Unlike most draughts, its effect reduces the size of the user’s body rather than directly amplify an attribute. In doing so, the bodily proportions of said user will remain constant. Important to note is that the potion's effects only work on living organic matter, which entails that fingernails, hair, and clothing shall retain their dimensions prior to and after the change. An interesting fact to recognize, is that the shrinking in the body also applies to the vocal cords. One may find themselves embarrassed or entertained at first by the new octave in which they communicate.

    The draught's potency varies with dosage size and base, though the most heavily impacted factor is the duration for which one remains in their shrunken state. The lesser potencies may last for hours, while the greater have potential to span days and weeks at a time. Also to note is that the elixir's period of effectiveness begins to dwindle exponentially when shrinking past one half of the original height and weight. Experimenting with the durations for which the draught is in effect is paramount to avoiding embarrassing or potentially dangerous scenarios.

    Similar to the draught of strength, the potion of shrinking does have drawbacks. Immediately upon consumption, most are compelled to purge their shrinking stomachs. One must also keep in mind that the dimensions of non living items remain constant.  And most notably, those consuming the elixir cannot shrink below one quarter of their original height and weight.

As mentioned earlier, proportions of organic material remain constant. One with a larger quantity of muscle then may find themselves more prone to overreaching, misjudging their own speed, and things of the like. Upon returning to normal size, most common side effects are muscle soreness, fatigue, hunger, shortness of breath, and vocal “cracking” in cases. Note that with extensive use, the effects may permanize themselves to a degree.

   




 

Recipes:

 

  • Minor

Base: Water

1 Symbol of Earth (Decay)

1 Symbol of Water (Fluidity)

1 Symbol of Air (Balance)

 

  • Lesser

Base: Distilled water

2 Symbols of Earth (Decay)

2 Symbols of Water (Fluidity)
1 Symbol of Air (Balance)

1 Symbol of Fire (Potency)

 

  • Greater

Base: Aqua vitae

3 Symbols of Earth (Decay, Perseverance)

2 Symbols of Water (Fluidity)

2 Symbols of Air (Balance)

2 Symbols of Fire (Potency, Passion)



 

Author:  Beordan

 

LM Approval Required:  Yes/No

 

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On 9/13/2016 at 11:22 AM, Jentos said:

Lockbreaker Broth

Description and effects:

This potion is made to make the drinker slightly faster and more increase his hearing, making whoever drinks it much more agile. Yet it remains a deadly potion, needing the purest of the Drakes Tail roots. The potion's effect will last a relatively long time, yet here is the catch: the many burning and deadly ingredients needed to make such a concoction will burn someone's insides, not killing yet simply locking the liquid within said body, making the effects longer. 

 

The he inside of the body will heal after an Elven day, during that day the drinker will feel much quicker indeed, yet a horrible pain in his whole body, food and drink will have no taste. And his voice will be very coarse. The downside effects may be even permanent, the acid like liquid slowly changing his insides.

 

after a repetitive drinking of this liquid over the days ((every irl week for about a month)) the effects of the potion will be lessened, yet permanent, leaving the drinker with a destroyed and horrible voice, a slight pain in the whole body will persist forever and food and drink will taste horrible. Yet his hearing, sight and movements will be slightly increased. A rather harsh price for this ((The agility isn't too overly strengthened, perhaps only a little bit)).

Recipe:

Base: Aquae Vitae

3 symbols of air: ((agility, perception, speed))

1 symbols of fire ((burning, destruction))

1 symbols of water ((cold))

 

 

Author:Jentos

 

LM Approval Required:

Yes

Denied.

There are already potions that accomplish similar effects to this, although separated.

9 hours ago, Varian said:

~⋞☠⋟ The Potion of Shrinking ⋞☠⋟~

 

Description and Effects

 

The potion of shrinking is a unique matter. Unlike most draughts, its effect reduces the size of the user’s body rather than directly amplify an attribute. In doing so, the bodily proportions of said user will remain constant. Important to note is that the potion's effects only work on living organic matter, which entails that fingernails, hair, and clothing shall retain their dimensions prior to and after the change. An interesting fact to recognize, is that the shrinking in the body also applies to the vocal cords. One may find themselves embarrassed or entertained at first by the new octave in which they communicate.

    The draught's potency varies with dosage size and base, though the most heavily impacted factor is the duration for which one remains in their shrunken state. The lesser potencies may last for hours, while the greater have potential to span days and weeks at a time. Also to note is that the elixir's period of effectiveness begins to dwindle exponentially when shrinking past one half of the original height and weight. Experimenting with the durations for which the draught is in effect is paramount to avoiding embarrassing or potentially dangerous scenarios.

    Similar to the draught of strength, the potion of shrinking does have drawbacks. Immediately upon consumption, most are compelled to purge their shrinking stomachs. One must also keep in mind that the dimensions of non living items remain constant.  And most notably, those consuming the elixir cannot shrink below one quarter of their original height and weight.

As mentioned earlier, proportions of organic material remain constant. One with a larger quantity of muscle then may find themselves more prone to overreaching, misjudging their own speed, and things of the like. Upon returning to normal size, most common side effects are muscle soreness, fatigue, hunger, shortness of breath, and vocal “cracking” in cases. Note that with extensive use, the effects may permanize themselves to a degree.

   




 

Recipes:

 

  • Minor

Base: Water

1 Symbol of Earth (Decay)

1 Symbol of Water (Fluidity)

1 Symbol of Air (Balance)

 

  • Lesser

Base: Distilled water

2 Symbols of Earth (Decay)

2 Symbols of Water (Fluidity)
1 Symbol of Air (Balance)

1 Symbol of Fire (Potency)

 

  • Greater

Base: Aqua vitae

3 Symbols of Earth (Decay, Perseverance)

2 Symbols of Water (Fluidity)

2 Symbols of Air (Balance)

2 Symbols of Fire (Potency, Passion)



 

Author:  Beordan

 

LM Approval Required:  Yes/No

 

Denied.

This is quite something that should not be done on the server, especially with the use of alchemy.

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Arctic Mists

Description and effects:

A light blue, loose liquid concoction, created from water and air elements. It disperses rapidly, in the form of a mist, usually coating any surfaces around it.

The stable form is normally chilled, and stored within mildly chilled conditions only. It reacts only from motion, as it requires the elements to not thoroughly mix prior to the usage. It can be activated by shaking, throwing, or any other rapid motion. Thus, in creation, the alchemist must be very careful, as to not overly mix, move or spill the liquid; which activates the reaction in it.  

It has three forms: minor, lesser and greater. As a minor form, it does not retain it’s cold temperature for long, thus making the weakest form of it useless in bright sunlight, and warm environments.

The lesser form is slightly more potent, therefore usually being the most used. It is still rather simple to make, simply by slowly inserting certain air elements into the water element-based cocktail, with little to no movement past that. Usually shaken, but can be started in other ways, it will release a chilled mist, quickly cooling off anything around the emission point of it. It can be useful for: hot climates, fevers, stopping small fires, etc.

The greater version, called by its creator, “Arctic Mists”, is a dangerously potent creation. This can reach temperatures far below the point of freezing. In creation, the alchemist must wear thick insulation around every exposed part of their body that they can, as even the smallest of flinches, can activate the reaction. Any contact with skin close to the initial emission of the mist, will most likely provide similar symptoms to deep, entering tissue level, Frostbite. The mist itself, will disperse viraly, without any control, in every direction around the initial reaction, extending all around it. Steel would turn brittle, air crispening, skin numbing and even breaking if close enough, water almost instantly freezing, exposed blood might also. The mist would retain it’s viral effects for almost 15 seconds, before usually just dissipating and quickly; it could have less time in operation, if the area is within reach of direct sun, or any harsh heat source.

As a note, this does not freeze through clothes. Meaning, if someone is wearing anything thicker than linens, it will probably feel a little cold; not remotely close to freezing. This potion must be kept within soft, padded, insulated casing such as thick furs or wool, and normally stored inside of rather thick glass.  

 

Recipe:

Minor
Base: Water
1 Symbols of Water (Ice)
2 Symbols of Air (Speed, Flight)

Lesser
Base: Distilled water
2 Symbols of Water (Ice, Freezing)
2 Symbols of Air (Speed, Flight)

Greater
Base: Aqua vitae
4 Symbols of Water (Life, Ice, Freezing)
3 Symbols of Air (Speed, Flight, Lightweight)

 

Author: CloudsInSpace

 

LM Approval Required:

Yes/No

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The Undead Potion

 

Description and effects:

This potion is a peculiar one, as it is both a poison and an antidote to the main effects of the poison. The poison itself causes a slow decomposition of the skin, fat and muscle. This would releace toxins which would quickly kill a person, yet the antidote is for these same toxins. This results in a person decomposing like a corpse, yet being able to survive. The rotting areas would be painful at the start, but become numb quite quickly. The person would start to have their skin first turn more yellow, then have puss and blisters forming, before the skin would open and the red of the flesh gain hues of green and then black. Strength would start leaving the affected areas, but the effects would not outright kill the person. They would still need to eat and drink like a normal, just that their skin and flesh would be rotting. Cutting the affected areas off would not stop the spreeding, it might just cause bleeding which could kill the person. The effects could last for a whole year before the muscles in the heart would become too weak to work, and the person would die. For half that year, the affected would have sluggish movements, weak movements and have difficulties breathing. Near the end of their lives, they would even only be able to grunt, appearing in every way like an undead corpse, besides the fact they are living. Even if appearing undead, they would gain no drawbacks of it, and no gains. They would still bleedout if cut, but gold weapons would not damage them more than normal. Holy magic would not affect them, but if used correctly would be their salvation through magical healing. They would have to breath and eat, but not have the hunger for lifeforce and their minds would be as intact as a sick man's. Another ways of salvation would be through the use of other antidotes and very good healing practices could slow the progress of the effects.

 

Recipe:

Base: Aqua Vitae

2 Fire Symbols (Death, comsumption)

4 Water Symbols (Life, fluidity)

2 Earth Symbols (Resilience)

 

Author:

Jistuma

 

LM Approval Required:

No

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On 12/26/2016 at 10:10 AM, Jistuma said:

The Undead Potion

 

Description and effects:

This potion is a peculiar one, as it is both a poison and an antidote to the main effects of the poison. The poison itself causes a slow decomposition of the skin, fat and muscle. This would releace toxins which would quickly kill a person, yet the antidote is for these same toxins. This results in a person decomposing like a corpse, yet being able to survive. The rotting areas would be painful at the start, but become numb quite quickly. The person would start to have their skin first turn more yellow, then have puss and blisters forming, before the skin would open and the red of the flesh gain hues of green and then black. Strength would start leaving the affected areas, but the effects would not outright kill the person. They would still need to eat and drink like a normal, just that their skin and flesh would be rotting. Cutting the affected areas off would not stop the spreeding, it might just cause bleeding which could kill the person. The effects could last for a whole year before the muscles in the heart would become too weak to work, and the person would die. For half that year, the affected would have sluggish movements, weak movements and have difficulties breathing. Near the end of their lives, they would even only be able to grunt, appearing in every way like an undead corpse, besides the fact they are living. Even if appearing undead, they would gain no drawbacks of it, and no gains. They would still bleedout if cut, but gold weapons would not damage them more than normal. Holy magic would not affect them, but if used correctly would be their salvation through magical healing. They would have to breath and eat, but not have the hunger for lifeforce and their minds would be as intact as a sick man's. Another ways of salvation would be through the use of other antidotes and very good healing practices could slow the progress of the effects.

 

Recipe:

Base: Aqua Vitae

2 Fire Symbols (Death, comsumption)

4 Water Symbols (Life, fluidity)

2 Earth Symbols (Resilience)

 

Author:

Jistuma

 

LM Approval Required:

No

Approved!

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Death's Breath Description and effects: 

 

A brew created by the parts of necrotic beings, this dreadful concoction spreads taint the corruption wherever it impacts via throwing, acting as somewhat of an Alchemist's Fire, but with a dark and cruel twist to it. Upon splashing, it appears in the form of a black flame spreading taint in all it's path. It's effects are causing excruciating pain as an immediate effect, yet slowly and surely going to eat away at the organic material of the body, causing death within a week. As per it's evil nature, it can be healed by holy magic.

 

One should take great care with this great brew because just like it's cousin Alchemist's Fire, it is highly prone to releasing it's deadly contents. That being said, it shares great traits to Alchemist's Fire, such as having to be brewed in freezing temperatures. As a final note, the brewer shall find that the strength and vileness of their brew depends on the strength of the necrotic being.

 

Recipe:

 

Minor:

Parts of a ghoul which include Bones, Flesh, Guts, Brains, etc.

4 Symbols of Fire (Destruction, Power, Consumption)
2 Symbols of Water (Fluidity)
1 Symbol of Air (Speed)

 

Lesser:

 

Bones of a Darkstalker or Lich

4 Symbols of Fire (Destruction, Power, Consumption)
2 Symbols of Water (Fluidity)
1 Symbol of Air (Speed)

 

Greater:

 

Essence of a Wraith

4 Symbols of Fire (Destruction, Power, Consumption)
2 Symbols of Water (Fluidity)
1 Symbol of Air (Speed)

 

 

Author: 

 

_SuitAndTie_

 

LM Approval Required: Yes

 

 

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1 hour ago, _SuitAndTie_ said:

Death's Breath Description and effects: 

 

A brew created by the parts of necrotic beings, this dreadful concoction spreads taint the corruption wherever it impacts via throwing, acting as somewhat of an Alchemist's Fire, but with a dark and cruel twist to it. Upon splashing, it appears in the form of a black flame spreading taint in all it's path. It's effects are causing excruciating pain as an immediate effect, yet slowly and surely going to eat away at the organic material of the body, causing death within a week. As per it's evil nature, it can be healed by holy magic.

 

One should take great care with this great brew because just like it's cousin Alchemist's Fire, it is highly prone to releasing it's deadly contents. That being said, it shares great traits to Alchemist's Fire, such as having to be brewed in freezing temperatures. As a final note, the brewer shall find that the strength and vileness of their brew depends on the strength of the necrotic being.

 

Recipe:

 

Minor:

Parts of a ghoul which include Bones, Flesh, Guts, Brains, etc.

4 Symbols of Fire (Destruction, Power, Consumption)
2 Symbols of Water (Fluidity)
1 Symbol of Air (Speed)

 

Lesser:

 

Bones of a Darkstalker or Lich

4 Symbols of Fire (Destruction, Power, Consumption)
2 Symbols of Water (Fluidity)
1 Symbol of Air (Speed)

 

Greater:

 

Essence of a Wraith

4 Symbols of Fire (Destruction, Power, Consumption)
2 Symbols of Water (Fluidity)
1 Symbol of Air (Speed)

 

 

Author: 

 

_SuitAndTie_

 

LM Approval Required: Yes

 

 

Denied. Not only is this not how these creatures or alchemy itself works, it is something that is done already by a magic - and this simply mimicking it.

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Burning Blood Potion

 

Description and effects:  Originally created by human alchemists to assist guards, knights, and the like in their hunts for corpse-eaters. When drunk, it goes straight to the bloodstream, mixing with it. The potion tastes quite bitter and disgusting. When the blood is exposed to air, the blood transforms into a sort of acid, dissolving anything that touches it- such as the bite of a ghoul, boggen, rotter etc. When it burns up, it automatically cauterizes the wound, preventing from blood leaking out to 'drain' the hunter of their blood. Eventually the potion leaves the system via urination. The blood cannot be saved for later because if the potion remains in the blood, it eventually dries up into a flaky, powdery yellow substance which has no uses whatsoever.

 

It's base is quite curious, Virgin Blood. It is unknown why this is required for the base of the potion, some zealots have come to say that Virgin Blood gives it it's properties because of the morality and goodness of chastity, giving it holy properties. This is not the case, as the potion possesses no magical properties, instead merely transforming blood into a boiling, burning liquid when exposed to air. Alchemists think it's because sex changes the blood alchemically in one way or another, though they're highly unsure. It is likely that the answers of the Virgin Blood died with the alchemists long ago, as per human's unfortunately short lives.

 

Recipe:

 

Base: Virgin Blood

(3) Fire Symbols (Destruction, Rage, Burning.)

 

Author:     _SuitAndTie_

 

LM Approval Required:

 

No

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On 1/17/2017 at 8:51 PM, _SuitAndTie_ said:

Burning Blood Potion

 

Description and effects:  Originally created by human alchemists to assist guards, knights, and the like in their hunts for corpse-eaters. When drunk, it goes straight to the bloodstream, mixing with it. The potion tastes quite bitter and disgusting. When the blood is exposed to air, the blood transforms into a sort of acid, dissolving anything that touches it- such as the bite of a ghoul, boggen, rotter etc. When it burns up, it automatically cauterizes the wound, preventing from blood leaking out to 'drain' the hunter of their blood. Eventually the potion leaves the system via urination. The blood cannot be saved for later because if the potion remains in the blood, it eventually dries up into a flaky, powdery yellow substance which has no uses whatsoever.

 

It's base is quite curious, Virgin Blood. It is unknown why this is required for the base of the potion, some zealots have come to say that Virgin Blood gives it it's properties because of the morality and goodness of chastity, giving it holy properties. This is not the case, as the potion possesses no magical properties, instead merely transforming blood into a boiling, burning liquid when exposed to air. Alchemists think it's because sex changes the blood alchemically in one way or another, though they're highly unsure. It is likely that the answers of the Virgin Blood died with the alchemists long ago, as per human's unfortunately short lives.

 

Recipe:

 

Base: Virgin Blood

(3) Fire Symbols (Destruction, Rage, Burning.)

 

Author:     _SuitAndTie_

 

LM Approval Required:

 

No

Denied. Although the concept is possible, the way this is done is not how it can work. A potion generally can not be fully one element, and can we not use virgins blood? Use the typical aqua vitae base for greater potions. 

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