Air 649 Popular Post Share Posted December 8, 2022 hi i am air, hello. today i bring u all a catalog of all the alch potions and links to each page. all u need to do is open up the spoilers and use ctrl + f (if u for some reason don't use windows, feel bad about yourself) enjoy :) Links to the different pages: Spoiler Core 3 - [✓] [World Lore] Alchemy III: Core Potions - Alchemy - The Lord Of The Craft Sylvian - [✓] [Alchemy Addition] Sylvian Alchemy - The Lord Of The Craft Confectionary - [✓] [Alchemy] Confectionary Alchemy - The Lord Of The Craft Warforging - [✓] [Rewrite - Alchemy] [War-Forging] - The Lord Of the Craft Gemforging (Addtion to Warforging Stuff. No potion just click link for info) - [✓] [Alchemy] [Lore Addition] Gemforging - The Lord Of The Craft Alchemical Fishing - [✓] [Alchemy Addition] Alchemical Fishing - Alchemy - The Lord Of The Craft Hunter's Alchemy - [✓] Alchemy - Hunter's Alchemy - Alchemy - The Lord Of The Craft Essential Oils - [✓] [Alchemy] Essential Oils - Alchemy - The Lord Of The Craft Aesthetic Pack 1 - [✓] Alchemy - Aesthetic Pack 1 - Alchemy - The Lord Of The Craft Wizard's Brews - [✓] [Alchemy] Wizard's Brews - Alchemy - The Lord Of The Craft Severed - [✓] [Alchemy Addition] Severed Alchemy - Alchemy - The Lord Of The Craft Adunic - [✓] [Alchemy]Adunic Alchemy - Alchemy - The Lord Of The Craft Infernal - [✓] [Alchemy Addition] Infernal Alchemy - Alchemy - The Lord Of The Craft Alteration - [✓] [Alchemy] Alteration Alchemy - Alchemy - The Lord Of The Craft Refuge For The Mind - [✓] [Alchemy] Refuge For the Mind - Alchemy - The Lord Of The Craft Brews Beneath The Mountain - [✓] [Alchemy Addition] Brews Beneath The Mountain | Dwarven Alchemy - Take 2! - Alchemy - The Lord Of The Craft Beastial Brews - [✓] [Alchemy] Beastial Brews & Reagents - Alchemy - The Lord Of The Craft Medical alch Spoiler Medical Pack 1 - [✓] Medical Pack 1 - Alchemy - The Lord Of The Craft Medical Pack 2 - [✓] Medical Pack 2 - Alchemy - The Lord Of The Craft Lectors alch Spoiler Lector 1 - [✓] [Alchemy Addition] Lector Alchemy Pack - Alchemy - The Lord Of The Craft Lector 2 - [✓] [Alchemy Addition] Lector Alchemy Pack II - Alchemy - The Lord Of The Craft Turnfield - [✓] [Alchemy Addition] Lector Turnfield's Trade Alchemy - Alchemy - The Lord Of The Craft Solo potions Spoiler Lady Bean's Legumes - [✓] [Alchemy] Lady Bean's Legumes - Alchemy - The Lord Of The Craft The Breath of Life - [✓] [Alchemy Addition] The Breath of Life - Alchemy - The Lord Of The Craft Contrabass Concoction - [✓] [Potion] Contrabass Concoction - Alchemy - The Lord Of The Craft Inheritance Tonic - [✓] [Alchemy] Inheritance Tonic - Alchemy - The Lord Of The Craft St. Tobias' Boone - [✓] [Alchemy Addition] St. Tobias' Boone - Alchemy - The Lord Of The Craft The Muritor Elixir - [✓] [Alchemy] The Muritor Elixir - Alchemy - The Lord Of The Craft Cockatrice's Breath - [✓] [Alchemy] Cockatrice's Breath - Alchemy - The Lord Of The Craft Fervour Concentrate - [✓] [Alchemy] Fervour Concentrate - Alchemy - The Lord Of The Craft Alchemy that requires an additional FA: Spoiler Animati - Anthroparions - Tawkin - Smoggers - Common Potions Spoiler Tier 1: Luminosity Potion (Core 3) Spoiler Recipe: Base: Distilled Water - Mundane: Light x1 - Mundane: Endurance x1 - Mundane: Swiftness x1 Dyes may be added to the process to make the light a certain color, to no effect beyond aesthetic. Mechanics: Unactivated, the potion appears as a clear liquid, similar to water or rubbing-alcohol. Should the container be shaken or otherwise aggravated, the liquid would begin to emit an artificial, heatless yellow glow that may last for up to one OOC day. The illumination of the liquid would be similar to that of a regular mechanical lantern or torch, and cannot be used to blind/stun. Should one drink the potion, they would be inclined to throw it back up, though to no harmful extent. There is no particular process for the creation of Luminosity Potions. Redlines: Luminosity Potions are, under no circumstance, blinding to any capacity. Luminosity Potions do not produce heat, nor can it be used to start fires. Consuming the potion will, at most, cause one to throw up. It does not cause any harm nor can it poison anyone to any extent of hindering their regular daily functions. Does not require ST Signature. Flash Powder (Core 3) Spoiler Recipe: Base: N/A - Mundane: Light x2 - Mundane: Chaos x1 - Mundane: Death x1 Dyes may be added to the process to make the light a certain color, to no effect beyond aesthetic. Mechanics: A simple powder that may be used to stun opponents. Either by detonation or forceful contact by being thrown, this powder will create a harmless combustion - resulting in a bright light. This light may be used to disorient any individual(s) within a single meter of the combustion, rendering them virtually blind for a single emote following. This is not total blindness, rather leaving the victim(s) sight blurry and unable to be focused, preventing them from doing something like attacking clearly. They may still move about if they so wish, though would be dazed for the single emote duration. Flash powder is often sent out in the form of tiny wrapped parchments, optimally aimed for the face or vicinity of the target(s) gaze. Flash Powder may be created through the particular process detailed below: [1] Mix the “Mundane: Chaos” and “Mundane: Death” symbols together until they are rendered a powder. [2] Liquify the light symbol in a base of water, and allow the powder to soak in the product. Add in the optional dye to the base liquid if wanting to make the light a certain color. Redlines: Cannot cause lasting eye damage. The combustion has no force or heat. The victim is not utterly defenseless and totally blind, their vision simply blurred and hazy. Does not require ST Signature. Land's Nurture (Core 3) Spoiler RECIPE Base: Saffvil Compost - 3x Life - 2x Connection - 2x Growth EFFECTS Land’s Nurture is a liquid that must be administered to soil or whatever form of matter, and once so — it will slowly take root in the object; taking on a richer color. Once it has done so, it may be used to nurture plants in an effective manner, making it so certain regents can survive climates that they are typically unable to. This can be used for some animals, really providing nutrients to their bodies and allowing them if they ingest something with the potion; or if they stay on the land, they will find that afflicted land will be similar to their habitat, being able to accomodate for all life due to some odd reaction. If a descendent or something similar were to take it, they would find that it gives them a warm, tingling sensation that would do no harm. It would make them feel slightly more energized, and feel as full as an adequate meal due to the nutrients in the concoction. Soil affected by the Nurture concoction can be taken and used as regents of growth, rejuvenation, and life. More can be added to make the concoction grant more fertile soil, give more nutrients and cause plants to grow at a more rapid rate, sometimes even becoming more sizable than they normally are. An interesting note, anything under Land’s Nurture does not require sunlight. - Any benefits flora or fauna may gain from Land’s Nurture will not be things such as potency in a poisonous herb, but rather merely the size and perhaps quality. Any benefits descendants gain from ingesting Land’s Nature are purely flavor and offer no real benefit, unless you count a full meal as beneficial. - Tier One - Does not require ST signing. Air Purifier (Core 3) Spoiler Recipe: Base: Distilled Water - Mundane: Separation x2 - Water: Purity x1 - Mundane: Death x1 Mechanics: A vaporous concoction which may be used to nullify harmful substances and inhalants from the air upon its release. This includes toxic spores, disease pathogens, and even other gaseous potions, thus leaving the air safe to breathe in and be exposed to. Often, the exposed potion appears as a thin puff of white cloud which engulfs the harmful vapor or gas. This cloud expands in a 3x3x3 range over the course of one emote upon release, taking a full two emotes to fully counter the toxic substance in the air. The cloud would disperse upon the third emote. Air Purifier may be treated into respirators, allowing for the individual to be protected from toxic inhalants for twenty IRL minutes, or ten emotes, per measure; whichever occurs first. This would only protect the individual wearing the respirator, and would not be capable of completely neutralizing the substance as it would when present as a cloud within the air. Redlines: Air Purifier does not work on solids or liquids; only things in the air. Air Purifier cannot be ingested/consumed to cleanse already breathed substances. Air Purifier cannot act as air where there is none (i.e. underwater). Whether or not a potion can be countered is listed in their respective mechanics. Currently, among the general potions list, Smoke Whispers, Arctic Mist, Smoke Whispers, and Will o’ Bottles may all be countered by Air Purifier. Cannot nullify magically conjured inhalants/gasses, such as Voidal smoke. Following its duration, the cloud of Air Purifier will disperse and its effects with it. See Treating for more information on alchemic respirators. Glib Tongue (Sylvian) Spoiler Recipe Base: Brook Water Air: Agility x2 Mundane: Grace x1 Mundane: Sound x1 Mechanics A clear, fizzing liquid which mists upon being exposed to air. Upon drinking the concoction, a willing subject would feel their throat tighten slightly for 8 narrative hours or [10] emotes in the heat of combat. Words would come easily to them, allowing the character to speak without stutters, pauses, filler words, cracks, ect infiltrating their voice. They will also generally adopt a more clear, confident tone of voice than is normal for them. When within a harmful effect which might make speaking difficult, such as heavy smoke, a character under the effect of the glib tongue potion may speak as if that effect was not there, though this might damage their lungs in the long term. Redlines All effects of the potion on the user's voice are optional and up to player discretion. The tightness of the throat will cause an unwilling drinker to immediately expel the potion as they try to drink it. CA's which are immune to disease, sickness, or poisons are unable to be effected by this potion, curiously. People who know the user well can pick up the unusual tone in their voice or mannerisms. The potion aids in deception, though it's effects cannot be used to powergame forcing another to believe in the character's words. Player signed. Spring’s Touch (Sylvian) Spoiler Recipe Base: Ground up seeds mixed with salt water Earth: Rigidity x1 Earth: Endurance x2 Earth: Peace x1 Mechanics A thick oily liquid like paint, which shares the color of whatever it has been infused with. Upon applying infused Spring’s Touch by running it over the surface of floral material or painting it on, the object would begin to take on new aesthetics permanently, depending on the infused material. If painted on something while the mixture has not been infused with anything, it instead removes the effects of any previously applied Spring’s Touch potion. The following may be mixed into the base of the potion to alter its effects: Natural dye may be used to alter the color of the floral material. The floral material may glow a pale white in the dark if infused with nightglow, as if the nightglow was painted over it. This color may be altered if natural dye is added as well (still altering the base color of the section painted over). If kuila dust is infused, it may glow the color of the kuila dust used when a communing druid who is standing within two meters chooses to. Redlines Can alter living or dead floral material from plants, demifae, true fae, or tree lords. On a player creature such as an epiphyte, the effects only apply with OOC consent. Parts of an object can be painted over, or the whole object can be. Additional uses of Spring’s Touch will override previous ones should both be done onthe same part of an object. The effect of spring's touch is permanent until removed. Causes no harm to a plant like ordinary paint might. The ground up seeds used in the creation of the potion have no effect on the potion regardless of the seeds' properties. One potion may cover up to enough material to fit within three cubic meters. Spring’s Touch does not preserve natural material in any way. A blight healer casting the blooming spell may choose to remove the cosmetic effects from flora, epiphytes, or sprites within the spell New growths from the affected section of a living plant with mimic the changes Stacks with other alchemic modifications on materials Has no effect on Tree Lords and Soul Trees, their bodies seemingly rejecting to change under the potion's influence. The potions and things made with it are player signed. Minute Meats (Alchemical fishing) Spoiler Recipe: N/A (base) Mundane: Swiftness x1 Mundane: Heat x2 Earth: Connection x1 Fire: Balance x2 Process: Begin by grounding up the Swiftness and Balance symbols into a fine powder. Once grounded thoroughly, add Connection to the powder. Mix until the powder becomes more granular. Pour the heat salt into a container that is able to be sealed. Effect: Sprinkling on fish or other animal meats would cause the meat to begin to cook. The heat from the salts is not enough to start a fire, but would be able to cook the meat thoroughly. Over the course of [2] emote the salts would be able to cook a whole fish or a slab of meat.[1 emote to apply and heat up, 1 emote to finish cooking.] The salts begin to react as they touch the raw meats and heat up nearly instantly. As the salt heat heats up the meat would begin to cook until the salts dissolve into the meat which would indicate that the meat was thoroughly cooked. The salt would have to be sprinkled somewhat evenly on the meat to cook thoroughly. Redlines: Hide contents -Its only use is to cook edible meat -Does not react to living creature's or any other organic matter that would be living. -Cannot be used to bring harm to ANYTHING -Tier one (common) -Not ST signed HANGOVER CURE (Lector 2) Spoiler RECIPE BASE: Maple Syrup Mundane | Clarity x2 Mundane | Heat x1 Mundane | Grace x1 EFFECTS When added to water and sipped slowly this golden brown concoction will cause its consumer to feel mildly warmer while also alleviating a variety of symptoms associated with hangovers over the duration of twenty narrative minutes. These symptoms include dehydration, headaches, fatigue, gastrointestinal irritation and inflammation of the body. NOTE: If consumed without the addition of water, this recipe may lead to further dehydration and body aches. REDLINES Hangover Cure must be consumed with water to receive its benefits without consequences. Hangover Cure is incapable of acting as a meal supplement or a substitute for proper nutrition. Hangover Cure will not act as a source of heat when consumed. Hangover Cure, albeit relieving a body of fatigue, will not boost bodily energy nor restore exhausted individuals to peak potential. Hangover Cure will not alleviate magically induced fatigue. Does NOT require an ST signature. INSTA-PATCH (Lector 2) Spoiler RECIPE BASE: Honey Mundane | Rigidity x1 Mundane | Curtailment x1 Mundane | Lethargy x1 EFFECTS Taking the appearance of a dull paste-like substance, Insta-Patch can be applied to a surface in order to fill potential cracks or punctures. The paste will harden and create an air-tight seal [1] emote following application, provided that it is exposed to air. The strength of the dried paste is roughly equivalent to that of a tanned leather; it is durable, but prone to lacerations and punctures. The substance can be removed via tearing or the use of aqua vitae and other alcoholic substances. RED LINES Insta-Patch cannot be used as a throwable potion akin to Tanglefoot. The paste would remain congealed. Insta-Patch cannot be used for long term medical treatment. The paste interferes with the healing of wounds and leaves it prone to infection. This said, it may temporarily stifle surface level bleeding. Insta-Patch cannot be used to suffocate another person by forceful ingestion; the fluids of the throat/stomach would keep it moist enough to not harden. Insta-Patch, if applied over a surface, can be pried off akin to wax. Alcohol will also dissolve the substance. Insta-Patch lacks the durability to keep objects stuck together. Insta-Patch can only provide one application per bottle. Does NOT require an ST signature. SMELLING SALTS (Lector 1) Spoiler RECIPE Base: N/A Earth | Curtailment x2 Earth | Chaos x1 Mundane | Rage x1 CREATION Mix the “Mundane | Chaos” and the “Mundane | Rage” symbols until they render a coarse powder. Infuse the “Earth | Curtailment” symbols in a vial of Distilled Water. Combine the coarse powder and infused water in a shallow dish; mix thoroughly. Allow the liquid to soak and evaporate over the course of a narrative day. Collect in a vial, paper parchment or container of choice. EFFECTS This substance is salt-like in texture and possesses the ability to revive an individual who is unconscious a single emote after application. These smelling salts are able to do such via their sharp and pungent odor which forces the body to initiate a physical response. It is noted that this substance is unable to revive those suffering from a coma, severe head trauma or magical effects. REDLINES Smelling Salts CANNOT revive someone who is in a coma. Smelling Salts CANNOT revive someone who suffers from severe head injury. Smelling Salts CANNOT revive someone who is induced via magic. Smelling Salts CAN revive someone who is affected by Knock-Out Potions. Liquid Purifier (Medical pack 2) Spoiler Distilled Water Base Grace x2 Purity x3 Separation x2 Order x1 Creation: Mixing the Growth and Purity symbols together in a mortar & pestle until they render into a fine powder first, the alchemist would then infuse the Separation symbols in a vial of distilled water. Adding the power to distilled water into a sealable container, then shaking to mix thoroughly. Effects: Liquid Purifier would be a naturally off grey dry powder. When left to sit, it would absorb moisture and humidity in the air to produce one cups worth of water. If added to a mixed liquid, such as saltwater, Liquid Purifier would separate the two (or more) substances into a separate, cohesive unit which could be easily extracted. The power cannot be ingested as the body would viciously reject it. This purification process overall would take up to five minutes, depending on the contamination level of the liquid. Reagents for speed can be added to reduce this time to two and a half minutes. Once it is finished, the purifier simply dilutes into the liquid safely, not being able to extracted for later use. Large applications of Liquid Purifier are possible, as Lector Turnfield had used the powder in application to nets to allow freshwater to flow across a canal or flow of seawater. As an alternate use, The Lectors had begun using Liquid Purifier to dry fruits, meats, and waterlogged materials after having an application of the powder. - Cannot be ingested, nor is it an anti-venom or cure all, if consumed raw as powder it will cause the person to become violently ill as their body rejects it. - One time use, cleansed liquid will behave as though nothing were added beforehand, except clean. - Liquid purifier can turn non-drinkable water into drinkable. - Has no effect on magical or unnatural contaminants, as in it only cleanses the mundane. - T1, Common Bone-Setter (Medical pack 2) Spoiler Connection x1 Life x2 Impediment x1 Rigidity x3 Creation: First, bring a pot of water to a rolling boil to ensure that it is clean and free of any contaminants. Afterwards, bring the heat down somewhat and then add the counts for Life, Rigidity, and then Impediment. Let them dissolve into the mixture, and then boil it down until it is well concentrated but still liquid. Pour in the count of Connection at this point, and stir it in until it fully dissolves, then let the solution cool. Effects: When injected into or directly near a break in a bone, the solution will coat the area of the break and act as an internal cast, though external casts will still be needed in order to keep the area still. What this solution does is it helps the bone heal and seal together more seamlessly, essentially negating the usual weakened state of a bone that heals on its own after a breakage. The healed bone will be as strong as it was before it was broken. Bone-setter should be re-applied to the area of the break once every narrative week until fully healed. - Bone-setter does not actually set the break on its own, the bones will need to be put back in place before bone-setter is applied - It does not make the area indestructible, a hit as hard as a swing from a club would ruin that application and bone-setter and it would need to be re-applied. - Breaks treated with bone-setter do not heal faster than usual, however, they will not ache quite as much as an untreated break. - Tier 1, Common Cough Syrup (Medical pack 1) Spoiler Distilled Water base 1x Order 1x Sound 2x Peace Creation: Gently warm the distilled water base and mix in the required symbols until fully dissolved. When the liquid is clear and you see no particles left within, let it cool and bottle. Effects: A soothing clear liquid which when slowly drank will provide relief to the inner-mouth and throat area. This is effective against irritation of the throat, or sores within the mouth. Its effects last roughly 1-2 narrative hours, and it is a relatively safe treatment that can be used as needed with no real fear of overdose. - Only effective when drank slowly - Has no effect if diluted in a drink / liquid - Cannot overdose, the syrup is very safe to drink. - T1, Common - Does not require ST Signing Burn Relief (Medical pack 1) Spoiler A lard/Oil Base Coldness x2 Peace x2 [Fragrance may be added, optional] Creation: In no particular order, when the coldness and peace symbols are slowly mixed into a lard or oil base it will take on a snowish white color. Effects: When this ointment is applied to a burn, patch of irritation, rash, or other irritable non-open wounds, the area will be soothed by a fresh cooling feeling that is slow acting and even across the surface. The effect will last roughly 1-2 narrative hours before it would need to be replaced. A single measure of Silence can also be added to ointment to give it a longer lasting numbing effect on the applied area, extending its use to 2-3 narrative hours. The substance poses no danger, though it is recommended to let wounds be open to the air on occasion, it can be re-applied as needed with no side effects. - Must be directly applied to the affected area. - Effects last 1-2 narrative hours, or 2-3 narrative hours with the extra silence symbol, this must be displayed in the item text. - Tier 1, Common - Does not require ST Signing Contact Purifier (Medical pack 1) Spoiler Distilled Water Base Grace x1 Death x1 Purity x2 Creation: Gently heat the distilled water until it is warm, then completely dissolve the mixture of Grace into it before continuing. When there are no particulates left, add the measure of Death, give it a moment to swirl within the mixture and then add the two measures of Purity. Slowly stir this without agitating the liquid too much until everything is dissolved. Prepare your intended container by boiling it in hot water to ensure it is entirely clean. While the container is still somewhat hot, pour the purifier liquid in and let these cool down naturally, then cork. Effects: This liquid, when applied to a surface will sizzle and bubble as it thoroughly cleans and purifies where it touches. It will work effectively against any mundane contaminants, but will not have an effect on magical or unnatural substances. - Not an anti-venom or cure all, if drank it will cause the person to become violently ill as their body rejects it. - Pouring it into a mud puddle won't get rid of mud, but it will clean dirt of mud out of a wound. - Tier 1, Common - Does not require ST Signing Contrabass Concoction (Contrabass Concoction) Spoiler Description & Effects: A honey-like salve, an oily balm, the Contrabass Concoction is quite the unconventional brew that one might imagine themselves indulging in. This thick golden oil is the product of many hours of labor at the hands of perspicacious alchemists. It seems to be in perpetual motion, forming bubbles and oozing about in its given container, eager to enter the mouths of worthy choir-persons. This concoction has a profound effect on the vocal abilities of those whose lips have graced it; On consumption, those who partake of this oil find their voice lowered several octaves to the range known as Basso Profondo. Unlike most unctions this oil is quite unorthodox in that its coating of the throat must be kept current at all times during performances. Once the oil is washed down from the throat there remain no lingering octave effects. However, after only a few sips of the concoction the user would be graced with the ability to speak, sing, chant, shout, and even whisper in this low basso profondo tone. This effect remains only for as long as several saliva-filled swallows permit, around 10 OOC minutes. This is due to the fact that the oil is easily corrupted by salivation. Failure to not use this concoction correctly will not only impede one’s choral solo. If a steady lather is not kept on the throat for the entirety of one’s attempt at singing Basso Profondo, vocal pain would begin. Within only a few minutes of strenuous attempts at singing, vocalists would find their ability to sing greatly impaired for a brief time. Recipe: Base: Lard 1x Sound 1x Connection 1x Order 1x Strength 1x Slowness REDLINES: -Tier One -Effects only last four emotes where each emote is a separate action. To continue after this sum is reached, reapplication is required to sing in a similar manner. -Does not require ST signing. Fume of Songs (Aesthetic Pack 1) Spoiler Recipe: Distilled Water Base Sound x4 Balance x1 Grace x1 Procedure: Completely dry and grind up the reagents of sound, balance, and grace, and place them in a vessel filled with the distilled water. While the vessel is left open, the mixture is to be brought to a boil. As soon as such happens, the entire mixture must be bottled. Add the dried and ground up reagent of travel, and seal the bottle with a cork or other secure method. Slowly heat the bottle, and the entire mixture will become a thick vapor. Effect: When the sealed bottle is opened, the vapor would quickly escape and spread throughout the area. The vapor would carry with it melodious voices and enchanting music, flowing through ears of Descendants with grace. The voices would sound like they came from the mouths of Descendants, and even though it sounded like singing, no words could be understood. Indistinguishable, foreign “instruments” could be heard pleasantly complimenting the voices. The chance of the music being horrendous or chaotic was none, and it would always cause a pleasing encounter. A small vial could be used in a small bedroom to lull an infant to sleep, or giant batches in large vessels could be made to offer entertaining music for a large ballroom party. Redlines: - Speech is prohibited throughout the duration of the making of this potion. - The music is not loud enough to distract anyone. - The music effect is purely ambient and aesthetic, and cannot be used for anything else. - May not be used in combat whatsoever. Daydreaming Powder of Lucidity (Aesthetic Pack 1) Spoiler Recipe: Aqua Vitae Base Peace x2 Order x2 Clarity x2 Procedure: Wash thoroughly, completely dry the reagents and grind them into an extremely fine powder. Brew the aqua vitae base with the reagents over a medium flame, adding them in their listed order one by one and stirring after each addition. The mixture will slowly take on an ethereal white tint, with a noticeable shine and reflection adorning the surface. Raise the flame to a high intensity, allowing it to heat the mixture until it is reduced to nothing but a rough powder with the same ethereal white color and shine. Allow it to cool, and grind it extremely thoroughly until it is as fine as possible. Effect: When snorted, the powder would send the user into a light “daydream.” This dream does not put the dreamer in a state of deep sleep, they could be awakened extremely easily and can regain control of their body at any moment. They are not helpless in their dreaming state. The dream, much unlike mundane ones, grants the dreamer an intense lucidity and extreme vividness. This means that the person understands they are in a dream, and have full control on their actions and the scenes they face. To them, it is as vivid and realistic as their lives when awake. The drug lasts for a maximum of an Elven hour, but the person could voluntarily awaken at any moment if they please. On waking up, the user would be very disoriented for half the time they were in the dream, as the vividness of it would intertwine with their perception of reality, creating nothing but confusion and headache. They’d also feel effects similar to a hangover, with grogginess and tiredness. Over-use of the drug would have the same temporary effects, except permanent. One who uses the drug for long enough would find themselves unable to know what is reality and what is dream. A person who dreamed of their dead mother because they miss her might end up actually believing their mother never died. Redlines: - Usage of the drug does not make the person anymore helpless to any form of attacks. - The dreams are just that, dreams. They may not be used to metagame, break any server rules, etc. - Extended usage of the drug will cause confusion of the users perception on reality. - This submission is purely for aesthetic and mental purposes and may not be used for combat or physical benefit. - May not be used in combat whatsoever. Colored Candlelight (Aesthetic Pack 1) Spoiler Recipe: Distilled Water Base Burning x2 Light x3 Agility x2 Pigments (One for a single color, or multiple for shifting colors. See procedure for more info) Growth (Only used if using multiple colors. Amount varies. See procedure for more info Candlewick Procedure: Dry and grind the reagents into fine powders. Bring the base to a boil and brew it with only the burning and luminosity reagents. Allow it to boil for ten minutes. The concoction should now appear as a watered down version of lava, and one would find that it was extremely hot to the touch. Lower the heat to a simmer, and swiftly add the reagent of adaptability. Immediately after, add a prepared pigment of any color. If you wish for the candle flame to shift colors, add one part of a growth reagent in between each pigment, ending in the last pigment. Add each of these ingredients immediately after each other. The mixture should dramatically change color, mimicking the pigment each time one was added. Bring the mixture to a boil, and toss in the candlewick. One would find that it did not burn nor reduce to ash, it would bubble up with the mixture and appeared whole and untouched. Allow the mixture to completely evaporate until nothing but the candlewick is left. Use this wick in the preparation of your desired candle. Effect: When the prepared candlewick is crafted into a candle and lit, a beautiful spectacle would be sure to happen. The small flame topping the wick would be entirely the color used in the brewing process. If the process to add multiple colors was used, one would see that the color of the flame would slowly shift in the order they were added, before looping back to the first. This was a constant, slow and relaxing shift. The wick would burn down as normal, and carried no other effects spare for the unique color it gave fire. Redlines: - This effect is purely for aesthetic purposes. - May not be used in combat whatsoever. Paste of Echoes (Aesthetic Pack 1) Spoiler Recipe: Lard Base Sound x2 Agility x3 Growth x3 Beeswax Carrier Oil (of any kind) Procedure: Melt the lard base over a low flame and slowly add each reagent. After the reagent of agility, quickly shut off the flame before adding the reagent of endurance, else it will explode. The mixture will begin to boil intensely, simply cover it and allow it to rest for a few minutes. Add the final reagent, and mix it thoroughly. Stir in melted beeswax and oil, to allow it to spread better once it cools. Finally, allow the mixture to cool completely into a paste. Effect: When the paste is coated on solid surfaces, it would amplify any sound directed towards the surface. The sound would be vibrated back in an unusual echo. This can be very helpful if used in the making of instruments and on the walls of rooms where bands or singers are to perform, to increase their volume and projection. Redlines: - This is purely for aesthetic purposes. - The echoes or sounds cannot be used to harm any hearing. - This does not make you a better instrumentalist or vocalist, it simply amplifies what you already have there. - May not be used in combat whatsoever. HAIR REJUVENATION OIL (Essential Oils) Spoiler RECIPE Base: Lard - 2x Grace - 2x Swiftness - 4x Growth EFFECTS Upon application to any skin or bald spot hair will grow from it, the length determined by the amount applied; typically a drop or two correlated to half an inch of hair, and applying more will cause the hair to grow even further. If only a smidge or drop is applied to regular hair, the hair will become rather shiny and pristine. Should something contaminate the oil, however, it may cause fungus or other undesirable things to grow instead of hair, and consumption of the bottle is not a pleasant experience either, causing the individual to likely vomit entire mouthfuls of hair for a period of time, albeit rather harmless. - Hair Rejuvenation Oil causes hair to grow longer and become shinier, nothing else. - Does not require ST signing. - Tier One. GLUE OIL (Essential Oils) Spoiler RECIPE Base: Lard - 1x Swiftness - 2x Connection - 2x Endurance EFFECTS Should Glue Oil be applied to two objects, it will stick them together with relative ease. This can be used to stick things together in construction, acting as cement, or perhaps create shoes that don’t slip on ice, or even repairing something as a broken sidewalk. Ultimately, it’s very versatile and leaves much to the alchemist’s own creativity. - If applied to another individual’s feet, it would make movement more difficult, requiring them to slightly struggle to move, though is certainly not able to completely stop them. - Glue Oil wouldn’t be strong enough to allow someone to climb up walls with shoes. - Does not require ST signing. - Tier One. Tier 2: Smoke Whispers (Core 3) Spoiler Recipe: Base: Distilled Water - Mundane: Dark x2 - Earth: Blindness x3 - Mundane: Growth x2 - Mundane: Endurance x1 Dyes may be added to make the smoke certain colors, though to no effect beyond aesthetic. Mechanics: Upon contact with air, this smoky liquid would quickly evaporate into a thick haze which expands outwards, obscuring vision and irritating the eyes. This smoke would expand outwards in a 3x3x3 area upon the first emote of exposure, and would expand to 6x6x6 upon the second emote following. Those caught within the smoke, without means of seeing through it, would be unable to see more than two blocks in front of them, at most making out vague details. Those outside the smoke are unable to see whatever occurs inside, and can at most see blurs of shadow. This cloud of smoke may last for up to five emotes, dispersing fully upon the sixth emote. The smoke cloud may also be dispersed prior to the expiration of its duration by any means of mundane or magical air displacement, such as a tier-two gust of Air Evocation. There is no particular process for the creation of Smoke Whispers. Redlines: -Smoke Whispers cannot suffocate targets nor make it at all difficult to breathe. At most, those caught within the cloud would be prone to small amounts of coughing. -The smoke cloud will never cause total blindness, even if the smoke were to be dyed colors such as black. It will still make it difficult for one to see beyond two blocks. -Alchemists are not immune to the visual impairment of Smoke Whispers unless they have adequate means of seeing through such, namely treated alchemic lenses. -For the sake of interactions with other magics (i.e. Seer), smoke as a product of Smoke Whispers is considered a natural obscurement. Alchemic Air Purifier, Arctic Mists, Air Evocation, and other means of mundane or magical air dispersion/displacement. are all viable means of dispersing the smoke. -Does not require ST Signature. Will o' Bottle (Core 3) Spoiler Recipe: Base: Aqua Vitae - Mundane: Chaos x2 - Mundane: Growth x1 - Fire: Heat x3 - Mundane: Instability x1 Other compounds and metal shavings may be added to change the fire’s color. Mechanics: Will’O Bottle is static and useless until shaken and aggravated, sparking into flame upon its release and creating fire in a 1x1x1 block area. This fire is nothing more than chemical flame, and will not stick to any material that is not flammable for more than three emotes before suffocating. In the event that it does come into contact with a burnable substance, the fire will instead burn for as long as it can until it is either put out or the material is consumed. Upon contact with skin, the flame would leave first degree burns upon the region contacted, though after three emotes of exposure this would be gradually increased to the level of third-degree burns. This flame still takes a moderate amount of time to put a target into critical condition, and almost never would incapacitate victims outright. For a healthy individual to be placed in critical condition, they would need to experience at least five emotes of direct burning in a vital area - such as the head or torso - assuming they are not protected otherwise. Fire from Will o’ Bottles may be put out with two emotes of consistent suffocation of the flame, such as rolling around on the ground, patting down the flame, pouring sand onto it, etc. Redlines: -Will o’ Bottles have no concussive force on their own. -Will o’ Bottles cannot instantly incinerate someone. These are not napalms. -Will o’ Bottles require at least five emotes to put someone in critical condition. To survive this, they would require immediate medical treatment. -Water cannot extinguish this fire. It may be extinguished by arctic mist or air purifier potions - otherwise requiring two emotes of direct attempts to suffocate it. -Does not require ST Signature. -Will o’ Bottle flame will exhaust itself after three emotes should there be no flammable material for it to actively burn away. This means that flame placed on liquids, such as water, would not spread unless it could actively burn something atop the liquid. -Damaging regions or settlements to any extensive degree - such as burning a building - with a Will o’ Bottle flame requires RO consent. Destroying a single stall, park bench, scorching the interior of a home, etc. is minor and would require that the individual either have region perms to make the edits or contact a mod to edit the structure accordingly. Thornskin Salve (Core 3) Spoiler Recipe: Base: Aqua Vitae - Mundane: Rigidity x2 - Mundane: Strength x3 - Earth: Growth x1 - Mundane: Rage x2 Mechanics: Thornskin salve may be applied to the flesh of an individual, transforming their skin to take on a rough, spike-like texture of numerous tiny thorns over the course of two emotes. These thorns range anywhere from one to two inches in length - though no more than a few centimeters in diameter. The spikes are sharp enough to pierce exposed flesh like thorns, and may heavily damage cured leather. However, they will not be able to pierce metal, chain, or plate to any extent. This salve does not make the skin any harder otherwise, and will in fact leave holes and scars in the skin of the individual once the thorns fall off. The effects tend to last for about half a narrative day, and are relatively uncomfortable even to the consumer. Consuming the concoction would result in extreme vomiting and dehydration, as well as explosive diarrhea - though it is not fatal to any extent. One measure of this potion equivalates to a single limb, meaning a single bottle cannot be applied to both arms. Redlines: -The initial formation of the thorns can be painful for several emotes after formation; the thorns themselves forming over the course of two turns, though only in the region directly applied. These will last for a good twelve narrative hours before falling off naturally, as if being shed. -The consumer is not immune to the pain or damage of the spikes, such as spikes being applied to a joint and puncturing the skin when the joint is bent. -Thornskin Salve may only be applied to living biological flesh. -The spikes do not add any improved endurance or defense of the individual. -Thornskin Salve requires ST signing despite being a Common Potion. Tanglefoot Potion (Core 3) Spoiler Recipe: Base: N/A - Mundane: Growth x2 - Earth: Connection x2 - Earth: Curtailment x3 - Mundane: Rigidity x1 Mechanics: Tanglefoot potions are often applied as a means to impair, or completely stop targets. Within the flask or bottle, it appears as a viscous grey goo which sits idly within. Upon being thrown and shattering, however, it would escape the container and expand outwards in a 3x3m (block) range centering on the point of impact, covering the area with a thick and sticky goo. This uncalcified goo would reduce the movement of the individual(s) it makes contact with, slowing them to a pace no greater than a slow jog; rather, 4 blocks of movement. Gradually, the substance will thicken and calcify over the next three emotes. It is noted that though this calcification would inhibit quick movements such as lunges or dashes, but it will not keep someone stuck in place or render targets unable to defend themselves. Once calcified or hardened, the goo would restrict the victim's movement to one block of movement until removed. The uncalcified goo could be easily washed off by liquid application. Rain or a puddle would not suffice in washing off the uncalcified goo. The calcified goo could easily be whittled away with something even as small as a knife over a period of two emotes. Redlines: -Tanglefoot cannot suffocate someone if they ingest it. -Requires ST Signature. -Tanglefoot goo will not damage any part of the body, save for perhaps hair. For example, attempting to pull one’s arm away will not cause them to lose any skin. -Tanglefoot will reduce the movement of an individual to a maximum of four blocks in any given CRP turn. -Tanglefoot will not immobilize a victim, it would impair fluid movements. I.E. complex flourishes, flipping, rolling, etc. -Hardened tanglefoot can be escaped with two emotes of actively chipping it away. -Should the tanglefoot not yet be hardened, washing it off with water or some other liquid is a viable means of dispersing it. -One bottle of tanglefoot will not encompass more than the total 3x3m (block) affected range. -Tanglefoot does not completely paralyze a person and will only slow their movement. -Tanglefoot requires at least three emotes to completely harden. -Tanglefoot will reduce the movement of an individual to a maximum of four blocks in any given CRP turn. -Tanglefoot will not immobilize a victim, it would impair fluid movements. I.E. complex flourishes, flipping, rolling, etc. Eventide Lure (Sylvian) Spoiler Recipe Base: Brook water Aether: Sound x2 Aether: Vigor x3 Mundane: Grace x2 Optional: Mashed eye of an animal. Mechanics A swirling, opalescent mixture that moves on its own and emits a faint mist and a melodic hum when opened. Upon opening the potion, the hum would fill the air within shout range for [10] emotes or a narrative hour. Animals or fae that wander within that range might sometimes find themselves morbidly attracted to the hum, making their way towards it. Redlines All emotes from opening the potion to its conclusion must be done in shout range. Can not be used in crp against players. Player tamed animals are too cautious to be affected by the potion. The potion may be moved or set down while it is active, though throwing it or breaking it will cause the potion to end that emote. Animals or fae attracted to it do so out of morbid curiosity and are not calmed in any way by the potion. Any animal or fae may choose to ignore the lure at player or ET discretion Hostile animals or fae will rarely if ever pay attention to the lure. If a mashed up eye of an animal is added to the potion, it will only lure creatures of the same kind as that creature (a mashed up deer would attract deer of any species.) The lure cannot be honed towards animals without eyes. Fae will often be made actively aggressive when drawn in, though this is up to ET or player discretion. At ET discretion, it can also attract the attention of larger creatures unintentionally. Player signed. Alchemist's Sugar (Confectionary) Spoiler Recipe: Base: 1x aqua vitae, 1x liquid mana. 5x Raw Sugar (Sugar Cane) 1x Swiftness (to indicate addictive nature) 2x Large Egg Whites Creation: Mix Aqua Vitae with Liquid Mana, until evenly distributed, before adding in the raw sugar with swiftness, boiling down you wait till the colours of the mixture shows itself from the liquid mana. When the colours show dilute with the egg whites to soften and calm and congeal the liquid. Place a lid on the boilling mixture and wait until powder only remains. The process takes one narrative day. Effects: An unnaturally sweet baby blue-coloured substance with addictive properties. On its own it would make foods extremely and almost painfully sweet, and consuming too much would make one giddy, or sluggish, like a heightened and concentrated sugar might. In large quantities a consumer might find themselves in a state of induced euphoria, visions of spiralling colours at the edge of one's vision, hypersensitivity to sight, sound and touch with an unreasonable distrust of others while under the effect, prolonged use would result in addiction. Should the sugar be mixed in with mundane food, these effects would transfer along with the sweet taste. The substance lasts for one narrative hour or until they engage in combat where the euphoria, visions and colour effect ends, and the negative more prone effects persist till the full narrative hour is up. They would also be subsumed by whatever concoction they were mixed in with. Burning Alchemist Sugar would release multicolour sparks similar to the colours one might see on the edge of one's vision after consuming a lot of it, treating alchemist sugar whilst burning it would transfer the multi colour vision effect to the lens, seeing the world in pastel bright colours. Long-time consumption of Alchemist Sugar, or concoctions derived from it, can lead to a variety of ailments. These might include an inability to lose weight quickly, constant lethargy, and/or difficulty focusing without its effect. As a result, one might suffer from consuming a lot of mundane sugar. Alchemist Sugar will create a different form of treat depending on what it is mixed in with. Distilled Water will turn it into a liquid that must be drunk, Aqua Vitae would turn it into a candy-like glue substance, Liquid Mana would turn it into a vapour that must be breathed in, and mixing it in with nothing would make the final recipe just a powder. (Unless a specific recipe states a method that must be used.) Redlines: Does not require an ST signature. Common - T2. The "giddy” effect or any other hypersensitivity doesn’t allow for superhuman reflexes, and cannot be used for CRP advantage. If combat starts when under the induced effects, they persist unless some intervention is had. Can be treated to a lens, the lens effect persists even in combat. This allows someone to view the world in varying colours. (Think of 'pyro vision'). Addiction to alchemist sugar is entirely up to the player. It can not be forced. Any withdrawal symptoms are up to them as well. Is addictive, though follows above redline. Lasts up to one narrative hour. Can be added to food as a supplement for sugar. Able to create multiple signed items within the batch. Filling Fixens (Confectionary) Spoiler Base: 1/- Base distilled water. Recipe: A morsel of food, candy, drink or other mundane ingredients. 1x Alchemist Sugar 2x Aether | Balance 3x Slowness Creation: Take a base liquid such as Aqua Vitae, (Cows Milk, Distilled Water, ext) and ferment with Alchemist Sugar and the various symbols. This will leave a jam-like spread which can then be coated or dropped onto any mundane ingredient, which could be eaten or drunk in a few bites. This would then soak into the ingredient until it is completely gone. Effects: The liquid when consumed would send a faux full course meal slowly rotating through the effects of each course if added after, starting with the first base ingredient. The food would have the added sweetness of the alchemist sugar but not enough to sully the food. The course meals or even drinks one might sense as they continue to eat, chew, drink or consume the liquid gives a faux sensation through the mind causing the individual to believe they’re consuming the [base] food added. The course meals added with Filling Fixens wouldn't nourish one as if they ate the full course meal(s) when the consumed item is fully eaten/drank, only an illusion of nouishment. After the feast has satisfied the consumer it’ll leave one with a dry and bitter aftertaste, as if having cinnamon and lemon in one bite for a few narrative minutes. Redlines: Does not require an ST signature. Common - T2. When consumed it wouldn't fill an individual up as if they had eaten a full course meal on the base ingredients added. Only an illusion of the food providing such. The meal created would only provid nouishment of the food/drink added, eg: If added to a breadstick- you only have nouishment from the breadstick over any 'fixen' meal added. Able to create multiple signed items within the batch. Mason’s Malleable (Turnfield) Spoiler Recipe Base: Aqua Vitae Water | Grace x 1 Water | Lethargy x2 Earth | Strength x3 Creation The concoction must be both made and kept at a tepid temperature (no greater than 79* F) or else it will lose Its potency, water symbols must be added first and earth symbols must be added last. Effects This murky blue liquid has the rather unique property that any stone (barring ST-signed materials/ores) or gemstone can be completely submerged in and soaked within a vat of this material over the course of a narrative day, when removed from the liquid they will be malleable as artist’s clay, capable of being sculpted and shaped into pottery, statues, jewelry, bricks, et cetera with relative ease. After being given six narrative hours in a non-humid place to dry the material will lose its prior malleability and return to Its natural rigid state. Gemstones can also be fused together to create larger versions of the gemstone or combine them into multi-colored gemstones, mundane ores such as gold and iron can also be utilized by Mason's Malleable. Redlines: This cannot be used to topple or weaken stone defenses, walls, or structures. The entirety of the stone must be submerged into the fluid so you cannot just apply it liberally upon a structure to weaken it. Though gemstones can be combined they cannot be fit into regular stone interiors, merely added as surface décor; this is to prevent people claiming they have diamond-rod reinforced walls incapable of being broken down by any means. Bars of gemstones such as diamonds will shatter with force comparable to that which it takes to break open steel; rendering diamond/gemstone bars mechanically representable by Iron bars and follow the same OOC rules and regulations as regular iron gates/bars. One brew of this lasts for twenty-four OOC hours, enabling projects involving gemstone work to be done over the course of one narrative month before the liquid within would need to be replaced; losing potency after 1 human-sized object or 2 halfing-sized objects, or 4 bust-sized objects, or 8 statuette sized objects is created with it. This is not meant to replace transfiguration’s ability to mold and shape objects, it only works on stone and is specifically meant for sculptures, bricks, statues, jewelry and so forth to be made with greater ease. Fisher’s Lure (Alchemical fishing) Spoiler Recipe: Chum / Grounded Fish (Base) Water: Strength x2 Mundane: Courage x1 Mundane: Peace x1 Mundane: Endurance x1 Process: Mix thoroughly the Water Strength into the Chum within a container. The Courage, Peace, and Endurance symbols can then be added to the Chum. Once these symbols are added, begin to mix the chum to dissolve the symbols. Cork the container to seal the alchemical concoction. The potion would begin to reek of fish becoming stronger the more it is mixed, until finished. Effect: When in contact with water the potion would affect nearby fish luring them to the bait. This area of effect would be 5 meter radius. Fish would calmly swim to the bait and ignore other fish that were also lured in. This potion would last until the chum has been consumed. Redlines: -Does not work on fish greater than 50 lbs -Does not work on ‘fish people’ -Tier two (common) -Not ST signed CARTILAGE BRACER (Lector 2) Spoiler RECIPE BASE: Bone Broth Mundane | Rigidity x3 Mundane | Endurance x2 Mundane | Connection x2 Mundane | Order x1 EFFECTS When consumed, this light-blue potion would grant enhanced durability and strength [comparable to iron] to cartilage portions of the body for the duration of two narrative hours. Though the flesh itself is prone to laceration and burning, the cartilage itself would find itself acting akin to a strip of metal. Sharpened objects are unable to cut through the affected cartilage, albeit a heavy metal hammer or blunt object may find success in denting/crushing it. REDLINES Cartilage Bracer only grants enhanced strength to areas of the body that rely on cartilage. Cartilage Bracer is unable to reinforce one's throat or bodily joints. Cartilage Bracer does not increase the weight of cartilage. Cartilage Bracer does not grant the ability to make actual knife-ears or noses; it simply hardens the cartilage. Sharpening will not work. Cartilage Bracer makes cartilage able to withstand sharp objects, albeit surface level flesh remains vulnerable to damage. Hardened cartilage may still be bludgeoned by heavy metallic or similarly dense objects such as hammers, maces, clubs, etc. Fists and gauntlets do not meet this requirement. Does NOT require an ST signature. SCENT MASK (Lector 2) Spoiler RECIPE BASE: Lard Mundane | Blindness x2 Mundane | Endurance x2 Mundane | Impediment x1 Mundane | Dark x1 EFFECTS When this murky oil is applied to a person or object, the subject’s scent would dissipate to a neutral aroma similar to the surrounding environment. Beasts (monstrous and natural) and Descendents would find themselves incapable of discerning the scent of the affected entity. When contact is made with water, however, this oil would run loose and the scent would be freed once more. REDLINES Scent Mask renders applied surfaces scentless for the duration of the encounter or RP session. Scent Mask CANNOT be treated onto alchemical filters. Scent Mask will stain the applied object with a murky brown hue until washed away by water. This, in theory, will warn people from unknowingly consuming affected foods. Scent Mask cannot be applied to liquids or gaseous substances. Scent Mask will fail if an ample amount of water is applied to it; casual sweat and crying is not enough to overpower the oil. Extensive sweating, rain, bleeding, water spells, water splashes, etc. will. Does NOT require an ST signature. Breath of Life (The Breath of Life) Spoiler Recipe: Base - Kings Ivy Oil Curtailment x 3 Purity x 2 Order x1 Air x2 Creation: Heat the Kings Ivy Oil over a low heat, allowing it to slowly come to the boil before you begin to add the symbols in the order listed above until they are completely dissolved into the solution. Finally bring it down from the boil and the mixture should begin to turn a clear and almost see-through and pale white colour, being quite viscous in it's consistency. You can add Swiftness at this stage to quicken the effects. Effects: A potion to be injected into the chest of the recipient into their artery as to be directed to the lungs. Once injected, the airways inside and connected to the lungs will relax, causing the airways to open and to ease the breathing that would otherwise be near impossible otherwise. Suited to alleviating the airway based symptoms of allergic reactions. The non-constriction of the airways and the alleviated symptoms would last one narrative hour Redlines: This potion does not heal lung injuries, but alleviates lung irritation and clears airways While under the effects, the patient's airways would be in a state of non-constriction for a narrative hour. The imbiber will be unable to close their airways, making them more susceptible to air-borne pollutants as well as spells/ potions in gaseous form. When drinking or eating, it is likely that you can choke due to the airways being kept open, however that does not mean immediate death and airways can be cleared through abdominal thrusts and the like. They will also be more prone to choking on their own saliva. It does not automatically restart their breathing if such had stopped. CPR and other methods generally being required to allow the breathing to restart. Tier 2, Common FLAMING SALVE (Lector 1) Spoiler RECIPE BASE: Bee’s Wax Fire | Heat x3 Fire | Burning x3 Fire | Rage x2 Mundane | Instability x1 CREATION Heat Bee's Wax on a low heat until malleable; do NOT let it boil. Add the "Fire | Heat", "Fire | Burning", and "Fire | Rage" symbols and mix thoroughly. Once cooled, add the "Mundane | Instability" symbol and mix thoroughly. Add completed salve to a container of the Alchemist's choice. EFFECTS When applied to a weapon or object, friction will cause this viscous salve to burst into flame for the duration of [4] emotes or until its fuel has burnt away. As a result, Flaming Salve has found use in the sparking of camp fires, stage performance and within crusader aesthetics. It is noted that this salve does not burn as hot as other alchemical sources of heat; however, it can render first degree burns, warp metals after repeated usage and spread flame akin to a torch. REDLINES Sufficient friction can be obtained by firmly sliding or grinding the salve onto a surface. Mundane Steel will warp after a single application. Daemon Steel will warp after three applications. Medium and High Density Boomsteel will NOT warp. Flaming Salve is only capable of inflicting first degree burns if weaponized. The flame produced is akin to a torch, thus it will effect creatures weak to fire in the same capacity as a lit torch would. Flaming Salve is unable to cauterize wounds. ST. ROBERT’S STOMACH (Lector 1) Spoiler RECIPE BASE: Alabaster Leaf Oil Mundane | Reduction x4 Mundane | Purity x2 Mundane | Life x2 Mundane | Impediment x2 EFFECTS Possessing a base of Alabaster Leaf’s Oil, this remedy combines the untapped potential of Alabaster Leaf with that of the antibiotic nature of Gislocinovi. As a result, those who consume St. Amyas’ Draught would find themselves curbing infection and Azhl Anemia following [5] emotes or thirty narrative minutes, the effectiveness of which is dependent on the severity of the wound or illness. Cleaning wounds remains advisable in order to prevent future infectious flare ups. Side effects may include dizziness and disorientation. REDLINES Wounds require proper medical treatment in order to prevent future flare up. St. Amyas’ Draught is unable to destroy pathogens. When recovering from Azhl Anemia, a day’s worth of bed rest is recommended for optimal effect. St. Amyas’ Draught cannot cure those with chronic Azhl Anemia. St. Amyas’ Draught will make the consumer feel dizzy and disorientated for approximately twenty narrative minutes. Persistence Philter (Wizard’s Brews) Spoiler Recipe Base: Liquid Mana - Ground up Focus Crystal - 3x Instability - 2x Aether: Vigor - 2x Connection - 1x Endurance Creation First the Focus Crystal must be ground into a fine powder, where it will be then mixed in with the base. Next the extracted symbols in no particular order should be mixed in at a constant slow burn. Finally brew must be left to ferment for an OOC day. Effects A completed Persistence Philter should be an opaque viscous liquid, which takes on a muted hue of whose mana is used. When consumed the potion would lead to the mage having a queasiness take hold not unlike their first connection with the void, due to their mana transmuting into a sort of arcane stamina. The uneasy feeling would last for [4 to 5] emotes until abating (although not fully), upon which the mage would have access to an expanded amount of stamina (and severely limited mana pool). Evidently transmuted mana is a poor substitute for stamina, and although being more plentiful, it's use engenders sluggish and imprecise movements. The brew’s prime application is for long treks, upon which one need only to put one foot ahead the other. The Persistence Philter adds onto the existing stamina pool, therefore the extra energy comes in to effect only upon when a mage would naturally become exhausted. Redlines -When potion is in use; their magic is hard capped at [Tier 1] non-combat spells, and when they cast it should be obvious that the spell is heavily weakened,. -The exact duration of how long the potion lasts will varying depending on the context; Normally it will last for 1 OOC hour, but if in an event the ST has complete digression on how long it can last, finally if it is used as an excuse for a mage being able to take a long trek to a location (soul-stoning) the effects will be rped warring off upon reaching their destination. -The potion can be used by anyone capable of conjuring the required liquid mana. -Although the mage would basically have the same strength, and a large surplus of stamina, as they would have had before taking the potion their dexterity would be severely impaired. Although they would be able to lift weapons, as their strength is unaffected, wielding them with any force would lead to becoming staggered. -The impediment of motor skills means attempting to move at a brisk pace would be untenable, thus anything above [2 blocks] per emote would lead to stumbling. -The brew has a strong rancid flavor, and is incapable of being disguised. -The potion only effects the person who’s mana was used. -Does not require ST signature An alchemist who is also a voidal mage, or working with a voidal mage, should be able to reasonably intuit the recipes with experimentation. Constraint Concoction (Wizard’s Brews) Spoiler Recipe Base: Liquid Mana - Ground up Focus Crystal - 3x Impediment - 2x Aether: Curtailment - 2x Weakness Creation First the Focus Crystal must be ground into a fine powder, where it will be then mixed in with the base. Next the extracted symbols in no particular order should be mixed in at a constant slow burn. Finally brew must be left too ferment for an OOC day. Effects The finished Constraint Concoction will come out like a shimmering transparent liquid, which glow comes in the color of the aura of the mana used. When consumed the brew will allow for simple limitation of spells, removing any lethal potential from them. For example; A spike of ice would shatter upon impact causing no more than a slight chill, a boulder thrown would imminently turn to dust only rendering a slight bump, wind would not be able to move people or objects, and so on. The mana which is siphoned from the weakened spells will be returned, effectively doubling how many spells can be cast. Redlines -Can not be used to gain combat advantage/disadvantage, if a weakened spell were you hit someone who had not also taken the brew they would simply be a light show (albeit a faded one.) -Spells that impede awareness in some way, such as blocking sight or create a sound, would indicate their illusionary nature becoming transparent or muted (and obvious of their origin.) -The player must clearly telegraph that the spell is weakened and can not do harm. -Illusion, Conjuration, Translocation, and Enchantments can not be channeled through this method and will immediately fail. -Weakened Warding and Abjuration will only work on other spells cast by one under the effects of this brew. -Spells cast through the potion are not limited in tier, but in their lethality. Less lethality means that they would effectively be illusions of the spells cast, only giving the vague feeling of what the spell would. For example; Fires ability to burn is complete removed in favor of a slightly uncomfortable heat. All elements are also non corporeal and any damage they might be able to cause is impaired. For example: cast water can be breathed in although it would be thick and uncomfortable, and any solid conjured would be easily dismissed with a modicum of force (at least the force of punch.) -The potion only focuses voidal magic, therefore the potion does not work with other magics. -The potion only works upon the person who’s mana was used. -The effects will fade upon the first time disconnecting from the void, after consuming the brew. -Does not require ST signature An alchemist who is also a voidal mage, or working with a voidal mage, should be able to reasonably intuit the recipes with experimentation. Warmth Potion (Hunter’s Alchemy) Spoiler Recipe: Vigor x2 Endurance x2 Heat x2 Creation: -Simply mix all symbols (in powdered form) with water in a 1:2 ratio, mix until homogeneous. -Resulting potion is a clear liquid with a strong bitter taste and no particular odor. Effects: Keeps the user warm in climates such as a blizzard for one (1) IRP hour. The use of this potion in warmer climates (such as the desert) may cause the user to undergo heatstroke. Users must wait one (1) IRP hour to let their body cool back down to their natural temperature, before drinking another warmth potion. Drinking it before this cooldown time will render the potion useless. The potion does not stop frost from forming around the users body, and cannot stop any physical damage received due to extreme cold like hypothermia and or magics that cause the same effect. Redlines: -Does NOT need ST signing. -Requires T2 Alchemy. -Effects do not stack, drinking another potion whilst under the effect of another warmth potion does not add onto its duration. -The potion does not stop frost from forming around the body or give resistance to hypothermia/any spells that cause the same effect., only stopping the user from feeling cold. Mermaid Skin Potion (Hunter’s Alchemy) Spoiler Recipe: Balance (x4) Purity (x4) Creation: -Simply mix all symbols (in powdered form) with water in a 1:2 ratio, mix until homogeneous. -The resulting potion is a deep blue and has no particular scent. Effects: Treated clothes will stay dry regardless of how long it was soaked in water. This effect lasts for one (1) IRP day and gives the clothes a blueish tint. Redlines: -Each potion is enough for only one article of clothing. -Does NOT require ST signing -This does not give the treated clothing any added effect -Only works on Cloth or Silk. -Requires T2 Alchemy Gelatinous Salve (Hunter’s Alchemy) Spoiler Recipe: Gelatinous Horror Jelly (Preserved or Fresh) Jailors Moss x1 Connection x3 Rigidity x2 Slowness x2 Creation: -All symbols must be ground into separate powders -Using a sanitized mortar and pestle grind the jailors moss into paste -On a separate bowl, mix in one portion of the connection symbol and the gelatinous Horror jelly, stirring gently for around ten (10) minutes or until homogenous. -On a second bowl, mix two portions of connection, rigidity, and slowness symbols along with equal parts water, gently stirring it for another ten (10) minutes. -Mix the Jelly from step three with the mixture from step four into a new sanitized bowl, stir it gently for five (5) minutes. -Add in the jailors moss paste with the mixture -Stir gently for twenty (20) minutes or until the consistency of a thick salve/gel -The resulting potion will be a thick, white salve like mixture. Effects: On contact with either salt or fire, the salve quickly hardens into a material similar to stone, useful for patching up cracks or creating water tight seals. The original color of the salve is a dark murky green, once hardened its closer to a greyish moss like color. The salve cannot be applied onto soft, malleable surfaces such as clothing or skin, the hardened mixture will simply crumble off upon all attempts. Redlines: -Potion does NOT require ST signing -The hardened salve cannot stick to clothing/skin and simply crumbles off -The hardened Salve is meant to fill in gaps, it cannot form an entire stone wall made of hardened salve. -Each batch creates three (3) single use vials. -Requires T2 Feat alchemy Hemo-Flow (Medical Pack 2) Spoiler Distilled Water Base Life x2 Swiftness x1 Vigour x1 Creation: Heat the distilled water at low to medium temperature making sure it doesn't boil. Slowly mix in the symbols in the order listed until they are completely dissolved and continue stirring it until it reaches a bright red color. After it has become fully red, take it off the heat and let it cool without any further stirring. Effects: When taken, either by ingesting or injecting, it will make blood flow faster and give something of a small energy boost, though nothing inhuman. It can allow for one to be less tired, but for the most part the main use of its effects is that it reduces the overall time it takes for other potions or drugs to take effect by a total of half. This lasts for half an hour. - While under the effects of Hemo-flow, reduce aany subsequent potions/drugs/etc effects hitting by half the usual time. - While under the effects of Hemo-flow, blood will not only flow faster but also be unable to clot, even small injuries could become quite dangerous if they are not closed up externally quickly. - Tier 2, Common Tranquil Draught (Medical pack 2) Spoiler Distilled Water Base Peace x2 Clarity x2 Lethargy x1 Impediment x1 Creation: Heat the base to a boil, and then add in each symbol in the order they're listed. Once mixed, gently swirl the solution for a little while until everything is completely dissolved and well combined together. Then let it rest for a few minutes, and bottle it. Effects: When ingested or injected into the bloodstream, the draught has a relaxing effect. Calming both mind and body, though bouts of extreme emotion in reaction to stimuli are still possible. The potion would physically stabilize or mildly slow body processes in attempt to correct them from acute or chronic abnormality. This effect will last for up to 2-3 narrative hours. The calming effect renders one relatively loose, and less aggressive, though again aggression is not impossible if a response is triggered via stimuli. It does not negate the ability to fight back or respond, but rather gives the person a release of stress and tension while under the effects of the draught. It may cause some to become drowsy, or a little lethargic, but one could easily push past this sensation if they do not actively desire sleep. It is recommended to only take the draught as an as needed medication, rather than a regular dosage, due to the fact that can be highly addictive and one could develop a dependency on it if they're not careful. Withdrawal Effects: In the event that one does become dependent upon the draught, the effects of withdrawal are not pleasant when trying to ween away from it. In the first day without taking the medicine, the user will experience mild disorienting headaches and sweating. In the second day, they will experience dizzy spells, rolling sensations of the stomach, and frequent bathroom visits. In the third day, the user will be racked with body chills, slight fever, and high chance of dehydration from sweating and loss of appetite. The effects will begin to dull down slowly over the course of the next 2-3 narrative weeks, with high temptation to give in to the addiction. If the user can last the full 2-3 narrative weeks without taking the draught, they should be able to escape the addiction. - Does not render one unable to respond to aggression - Regulates vital signs such as Heartrate, Respiratory Rate, and Blood pressure, stabilizing them to acceptable values if achievable. - Can help in treatment of acute/chronic cardiac or pulmonary disease. - It is possible to still get mad while taking tranquil draught, it's just easier to be less stressed - While it can make you drowsy, it does not force you to feel a lack of energy, it can work as a decent sleep aid - Addiction is not enforced, and rather left up to the player to decide whether or not that will take hold of their character. - You won't die from the withdrawal effects. - Tier 2, Common Pain Reducer (Medical pack 1) Spoiler Distilled Water base 1x Vigour 2x Endurance 2x Balance 1x Clarity 1x Peace Creation: Heat the distilled water base until boiling, then take off the heat. While it is still hot, add the symbols in order as listed until completely dissolved. Then seal the concoction in a closed container and let it cool naturally. Effects: When drank directly, sensations of faint to bordering on severe pain will be near completely reduced, or heavily dulled. While under the effects of the potion the body will have a less severe reaction to pain, though sensation may still be felt it will leave the body very loose and difficult to control. The potion makes it nearly impossible to exert very much strength, standing and walking will be incredibly difficult, and lifting objects will not be possible. When diluted in food or drink, the potion would be significantly less effective for intended purposes. While no loss in strength would occur, minor aches or pains, even migraines, could be reduced if not eliminated in this diluted form. - Must be drank directly, or diluted in food/drink for lesser effect. - Nearly all sensation is lost, though some pressure sensation is still felt - Standing, walking, or moving in calculated fashions will be extremely difficult and ill-advised - Dexterous tasks are basically impossible, and lifting objects above 2-3lbs will also not be doable. - The effects will last roughly 4-5 Narrative hours, if doses are taken with at least 1 narrative hour between when the effects wear off it is safe to continue taking it. "Overdose" will simply result in complete paralyzed sensation for the duration of the effects. - The effects are lessened significantly if diluted in drink / liquids, and must be taken without dilution in order to work fully. - T2, Common - Does not require ST Signage Coagulator (Medical pack 1) Spoiler Fire: Burning x1 Impediment x2 Slowness x1 A spoon of salt Creation: Burning and Impediment symbols should be brewed together into boiling water first. Then, mix in the measure of slowness and begin to boil this mixture over medium to high heat until it thickens up considerably. When there's perhaps half the amount of water left than what you started with, pour in the spoonful of salt and mix it in until it is completely dissolved. Then set this aside and let it cool, after which, grind the hardened paste down into a powdered form and bottle. Effects: When exposed to liquid the powder will heat up and congeal, cauterizing wounds and absorbing pooling blood. - Attempting to eat or drink the powder will cause congealing of the blood internally, resulting in blood clots and potentially strokes. - Tier 2, Common - Does not require ST Signing AURIC OIL (Essential Oils) Spoiler RECIPE Base: Lard + Liquid Essence - 2x Instability - 1x Impediment - 1x Death EFFECTS Auric Oil destabilizes the mana within entities where mana is a primary composition, such as Voidal Horrors or Golems. While it does not have the same effect upon descendants, for example, it still provides a more noticeable amount of pain to those who wield mana more prevalently, namely mages. Ectoplasmic or phantom beings would find their ectoplasm destabilized, making weapons doused in the oil capable of making contact with their intangible forms, disrupting their frames and causing them to demanifest with about three or four direct hits. Atronachs and other mana-based constructs, such as golems, will find the oil to tear through their element like a knife through warm butter, dealing heavy damage to their cores and weakening their casting ability, allowing them to take about four or five direct hits before de demanifesting. Runesmiths’ runes will react violently, trembling and shaking as they crack and thus are damaged. Substances such as Shade Amber would be damaged similarly as if to Aurum, though Shades themselves are unaffected. Mana fueled objects and enchantments can be quite damaged by contact with Auric Oil and the effects of the oil can render the enchantment null or even tear a spell apart directly should it be used to ‘cut’ through the spell. And lastly, Auric Oil is excruciating to Voidal Horrors, tearing them apart by their very seams, cutting through them as if slicing parchment paper with a sharpened knife. - While Auric Oil may cause slight unease or minor pain upon contact with a mana-based being, real damage will only occur if the Oil is applied to a damaging object, such as a blade. - Auric Oil affects all mana-based spells and creatures (therefore, paladin magic, druid magic, house magic, etc) that are T3 or below. --A Paladin or Housemage is not a mana-based creature, nor is a descendant. A Voidstalker, Voidal Horror, and so on, are. - Mana based spells are NULLED upon contact with this oil (Oil must contact the spell not the caster). Due to this effect the oil upon contact will also act as a "Direct Abjuration" to mana based objects such as tears and obelisks for example. - Mana based creatures will have the mana within destabilized by contact with the oil causing an effect depending on how this may effect the creature, this acts as a "Direct Abjuration" to creatures such as Horrors or Voidstalkers for example. -Enchantments that use Mana based spells would be NULLED and ILLEGIBLE FOR USE FOR THE REST OF COMBAT if effected by Auric Oil as these are mana based objects. - Tier Two. -Requires ST Signing FORTITUDE OIL (Essential Oils) Spoiler RECIPE Base: Lard - 1x Earth (Any) - 2x Endurance - 1x Fire (Any) - 3x Strength EFFECTS Upon application, any armor or clothing it is applied to will become more enduring, able to take hits from arrow hits, stabs, and light slashes with relative ease. However, blunt force from weapons such as hammers and axes, as well as faster projectiles such as crossbow bolts, will still cause successful harm to the armor, denting and puncturing it with enough force. In the case of weapons, the weapon will become more enduring, like that of high-carbon steel, though will not exceed this even if the natural durability of the weapon exceeds the standard for the oil. This makes it optimal for extending the life and durability of the weapon it is used on. - Arrow hits, stabs, and slashes refer to attacks that would normally pierce linen or gambeson, though if the attack should be able to pierce or dent armor, it more than likely will. - Fortitude Oil does not make a material impervious to damage, and excessive damage to the armor even from something as slashes and arrows can still leave the individual wounded. At the very most, an object treated with Fortitude Oil would at most be granted twice as much endurance, able to take double the amount of damage before it would normally break. - Tier Two. -Requires ST Signing Tier 3: Blasting Potion (Core 3) Spoiler Recipe: Base: Drakestail Oil - Mundane: Strength x2 - Mundane: Rage x3 - Mundane: Instability x1 - Fire: Burning x2 Blasting Potions may be created through the particular process detailed below: [1] Dissolve the “Mundane: Strength” symbols into the base and set at a low boil. [2] Once the mixture has boiled over, carefully add in the “Mundane: Rage” symbols and stir until they are completely dissolved, then add in the “Fire: Burning” symbol. [3] Following this, the alchemist must add in the “Mundane: Instability” symbol. This may cause the potion to erupt, necessitating that the alchemist roll a 1d20. Should they roll less than a 5, the brew will explode and will result in its container bursting. This would likely cause shrapnel to fly everywhere, and may cause wounds but will never be fatal to the alchemist. Mechanics: Blasting potion appears as a thick mist encapsulated within an airtight container, capable of spreading out with great force upon its release in a radius of three blocks. This force is concussive, like that of a non-incendiary explosion; the blast’s general strength equivalent to the heavy hit from a blunt weapon. Those within one meter of the blast would have their footing compromised, being thrown upon their back with the wind knocked out of them, likely bruised. Those within two meters of the blast would likely be forced to stumble back depending upon the amount of protection and endurance that they held. Anything uruk-sized or larger can’t be knocked down by a single flask alone, though could still be battered and disoriented. Direct hits to an unarmored foe’s head or chest could put them in critical condition, though may not always be necessarily fatal. Glass shrapnel which explodes outwards as a result of the flask shattering will only fly to the edge of the three meter radius. Noticeably, Blasting Potions seem to be more unstable and irregular than the rest. Unlike most potions which unincorporate after priming, Blasting Potions start a positive-chain-reaction which cause it to detonate no matter what by the end of it's priming period. Meaning, if not used within one emote of the priming emote, a blasting potion will explode no matter what instead of falling inert again. Redlines: There is no heat, flame, or light caused by this potion. Blasting potion will never be able to kill anyone outright, and at most a direct hit to the chest or head would leave grievous wounds and concussive damage. Requires ST Signature. Shrapnel may not be added to the blasting potion pot itself, as it would disintegrate upon explosion. Glass (or any other container-material type) shrapnel from the potion would not be lethal, and would turn into a fine dust or particulate. It may cause small cuts on its own, but would not cause any form of traumatic or puncturing wound. Using blasting potion to breach doors still requires the alchemist to carry out the proper lockpicking/breaching rules and mechanics. Blasting potions cannot circumvent minecraft mechanics, such as using one to blast someone over the side of a wall - save with expressed ST permission during events. Potion of Acuity (Core 3) Spoiler Recipe: Base: Cow Milk - Mundane: Clarity 2x - Air: Grace 1x - Mundane: Connection 1x - Mundane: Sound 2x - Mundane: Agility 2x Mechanics: A milky imbibement which is capable of augmenting the sense of an individual upon [2] emotes following its consumption. While under its influence, the consumer would have their hearing boosted to the level of a canine; keen and precise though not superhuman. Eyesight is made sharper, now allowing one to perceive even the most precise of details; like that of some predatory bird. Reflexes also take on a great boost, the consumer able to perceive threats or changes at a faster rate, though this does not necessarily translate to heightened reaction speed, for the body is still limited to what it was before. The effects of this potion last for [10] emotes in combat, or up to [1] narrative hour out of combat/events. It is notable that when one takes this potion, the veins on their face would bulge out, and their pupils would dilate to mere dots; and while under its influence one is left more susceptible to sudden shock, their mind overwhelmed by abrupt sounds and sights. Being blinded by a bright flash or startled by a loud sound while under the influence of this potion would result in the individual requiring [2] additional emotes to recover. Redlines: Reflexes gained are not superhuman. One might be able to see a crossbow bolt coming towards them, though they could not move so fast as to evade or deflect it completely, at most mitigating heavy damage. Your field of vision is unchanged, only allowing you to note detail more finely. When in an event or some other cooperative encounter, this may grant a boost to perception rolls if agreed upon; at most +5. One cannot track players great distances with an increased sense of smell. One cannot hear footsteps approaching from behind them, or sense other players with hearing. Acuity increases one’s sensory capabilities and awareness, but not their speed. People can not move faster than their normal capability as a result of the potion. Does not require ST Signage. Water Breathing (Core 3) Spoiler Recipe: Base: Briney Water - Water: Grace 2x - Mundane: Death 1x - Mundane: Connection 2x - Mundane: Life2x Water Breathing potions may be created through the particular process detailed below: [1] Base is heated to a boil while one extracts the symbols. This is often done by using alchemical methods such as fission or pyrolysis to separate the symbols and invoke the sign. [2] Mix brine with the "Water: Grace" symbols. [3] Add this into the base, and stir until the liquid becomes thinner; then add the others. Be very certain to add death first; stir until it is an ocean blue. Mechanics: By consuming this potion, the imbiber is made to split water into air when breathing underwater; making underwater projects far more feasible than without. If one were to attempt speaking whilst underwater, they would instead sound as if they are gurgling out their own words, unintelligible. Though the base effects of this potion only last [1] narrative hour, its effect time may be stretched up to twenty-four hours by adding in additional endurance symbols. This potion may also be treated into a respirator to no longer require ingestion, though would demand the alchemist retreat it after some long while of use. Redlines: Cannot be ingested to breathe water indefinitely. The effects may only be achieved upon the individual who drinks it or when used in a treated respirator. This potion does not render one immune to suffocation by other means; only drowning. Cannot be used to breath in any non-water substance or liquid. Does not require ST Signage. Cat's Eye Potion (Core 3) Spoiler Recipe: Base: Distilled Water - Mundane: Clarity 2x - Mundane: Connection 1x - Mundane: Dark 2x - Mundane: Endurance 2x Mechanics: Upon consuming, one's eyes would narrow, their pupils slitting like that of a cat, and bearing a subtle green-yellow hue. This boosts one’s vision in the dark, allowing them a temporary night vision for up to [2] narrative hours, equivalent to a redstone torch. Any sudden bright light within the vicinity would daze those under the effects of this potion, requiring an additional [1] emote to recover their sight, added onto whatever recovery count was required prior. The Cat’s eye potion may also be treated into a glass lens to bear similar effects, including its detriments. Redlines: Night vision is at most slightly greater than setting mechanical brightness to a redstone torch. Does not increase field of vision or range of sight. Viewing through a treated lens still leaves one susceptible to dazing light. The potions themselves do not require signing, nor does it need signing if treated objects such as goggles or a mask. These must be played signed. Heat-Sight Potion (Core 3) Spoiler Recipe: Base: Distilled Water - Mundane: Clarity 2x - Mundane: Connection 1x - Mundane: Heat/Cold 2x - Mundane: Endurance 1x Mechanics: Upon consuming, one's eyes would be overtaken by a low red warmth, allowing them to view heat signatures within objects and living things. Warmer temperatures will give off hues across the orange and red spectrum, while colder temperatures are purple and blue; much like that of a thermal heatmap. This would not allow one to see through walls, nor would one be able to assume any disembodied presence of temperature was tied to the presence of some creature, such as an invisible phantom, unless they knew otherwise by whatever means. The effects last for up to two narrative hours, though may be treated into a lense to grant a more permanent effect. Consistent overuse will result in one’s eyes being blinded gradually, as if burned. Redlines: Cannot see heat through walls. Cannot be used to see through non-porous materials thicker than light plate. Seeing something like a cold aura around the location of an invisible phantom would not be justifiable to assume that there was a ghost there. The same applies to other such entities. The potions themselves do not require signing. Arcana Flow (Core 3) Spoiler RECIPE Base: Aqua Vitae + Liquid Mana - 1x Purity - 2x Clarity - 2x Connection - 1x Grace - 1x Endurance EFFECTS It can either be ingested or applied; when applied on an object it will glow if it is found to be magical. When drunk, one can see the ebbs and flow of mana, magical objects light up with their arcane power, magical entities also light up with the energy; in addition, mages can, when casting their magic, or beginning to, begin to light up. This lasts for a single narrative hour, though it can be treated on a lense for a more permanent effect. It is good to note that the more magic expended, the more powerful the light. - Cannot know exactly what kind of magic is being cast/makes up the enchantment. - The only way one can tell if someone truly is a magic user is if they are in the process or are casting their magic. - Currently active disguises from any magic or CA (Except for Voidal Illusion) do not trigger arcana flow, nor do they tip the user off to anything being out of the ordinary. - Transformative enchantments or modifiers (Except for Voidal Illusion) such as Frost Witch charms or Ensorcelled/Engorged items do not trigger arcana flow, nor do they tip the user off to anything being out of the ordinary. - Structures such as Menhirs, Soul Trees, Obelisks etc. may be seen with the Arcana Flow potion. - As expected, the use of Arcana Flow is limited to what one may touch or see. Arcana Flow does not allow for X-ray vision or even a hint of so. - Tier Three - Does not require ST signing. Solidarity Unction (Core 3) Spoiler RECIPE - 2x Grace - 1x Air (Varies) - x2 Connection - x1 Endurance - x1 Swiftness EFFECTS The Solidarity Concoction, upon exposure to air, will cause the liquid to crystalize and harden over the span of merely a few seconds, able to bind as akin to glue, act as a sealant, be employed for construction, or the quick formulation of weapons, namely the Liquid Blade, depending on the reagent utilized. While the liquid lasts for quite some time after solidifying, after a small handful of narrative hours it will slowly begin dripping liquid and lofting vapor as its bonds slowly break. To combat this, an alchemist may employ the use of further rigidity symbols, namely destruction, upon their sheathes and bottles to speed up the decomposition process, allowing it to return to liquid state faster. Additionally, the liquid produced may be recycled as a reagent of grace in order to recreate the potion. - The Solidarity Concoction will not solidify into a specific shape unless motion or a mold dictates otherwise. For example, a shield will not be conjured if simply poured into the ground, but a Liquid Blade may be formed if an alchemist yanks back the bottle while it is open, letting the liquid spill forward and solidify in the air, albeit crudely. Likewise, a sheathe may be used in the case of the latter. - Only works on liquids - Cannot be used to solidify other alchemical liquids (i.e. potions) - Tier Three. - Does not require ST Signage. Dragon's Breath (Core 3) Spoiler RECIPE Base: Liquid Essence - 2x Growth - 3x Heat/Coldness - 3x Endurance - 2x Connection - 2x Swiftness EFFECTS By drinking this potion, an individual would feel their insides to either warm up or cool, allowing them to breathe fire or ice temporarily depending on the nature of the potion. The potion itself requires [1] emote to consume undisturbed, whereafter there will be [3] emotes of building up tells, before exhaling whatever particular element that concoction had been associated with upon the third emote. Consuming Ice Breath would cause the imbiber’s flesh to turn white or blue, harmless wisps of cold air released with each breath so long as they are under its effects. When exhaled, the breath will yield a jet of arctic vapor which would inflict second-stage frostbite with long enough exposure, assuming there was not adequate protection otherwise. Wearing more than light cloth would render the victim mostly immune, save for an uncomfortable chill; their movement slowed as ice crystals gradually develop. Consuming Flame Breath would cause the imbiber’s flesh to turn red and tepid, brief plumes of smoke released with each breath so long as they are under its effects. When exhaled, the breath will yield a jet of flame that may inflict third-degree burns with long enough exposure, assuming there was not adequate protection otherwise. So long as one is covered by some flame-retardant or non-flammable protection, they should be mostly unaffected; though may grow uncomfortably warm with prolonged exposure. The jet of breath will trail no longer than three blocks in front of the imbiber, and can only be sustained for up to [3] emotes before they run out of breath and must recover. There is another [3] emote cooldown between using the breath, and attempting to override this would lead to the consumer’s lungs either freezing or burning depending upon the type; undoubtedly being fatal. Once the effects of the potion wear off, the consumer would find themselves out of breath. - A single bottle may only fuel up to two breaths. - Even after the cooldown, the individual must take another [3] emotes to prepare another breath. - Overusing the potion or attempting to bypass the cooldown would kill the consumer. - Requires ST signing. Arctic Mists (Core 3) Spoiler RECIPE Base: Water - Coldness x2 - Freezing x3 - Swiftness x2 - Life x1 EFFECTS An aqueous concoction that shimmers as snow upon a sunny winter’s day, its contents rushing outwards in a polar cloud of mist upon exposure or collision. This potion must be encapsulated within a thick bottle and insulted by thick furs and wools, lest it burst upon any sudden movement or significant alteration in temperature. The cloud it releases may expand over the course of [1] emote, freezing any open liquid or non-solid manifestation almost instantly upon touch, including elements like flame. Solids will be covered in a thin layer of ice as well, made brittle; and uncovered skin would succumb to second-degree frostbite. A standard vial of Arctic Mist can cover up to a 1x1x1 area at most. A standard flask of Arctic Mist can cover up to a 3x3x3 area at most. The mist itself will last for no more than [2] turns before dispersing; its effects lingering depending upon the conditions of the surrounding environment. A hot sunny day could probably melt the ice after [3] emotes, whereas a cold or damp environment might leave it to stay for as much as [8] emotes. Liquids, namely heated ones, tend to not remain frozen for any more than [3] emotes, and the ice will quickly succumb to weight. - Individuals wearing more than half an inch of cloth or linen will feel little more than an uncomfortable chill; any fully covered flesh unaffected by the Arctic Mist. - The thin layer of frost does not make any object unusable, though any metal it comes into contact to may become more brightly and thus more prone to shattering or cracking depending on its strength. - Alchemic Air Purifier, flame/heat, wind conjurement, etc. are all viable means of dispelling the mist. - The mist doesn’t freeze objects in mid-air unless they’re some unnatural projectile (i.e. arcane fireball). The frozen feather of an arrow might yield inaccuracy, though the regular laws of motion still apply. - Requires ST signing. Lucid Waters (Alchemical fishing) Spoiler Recipe: Fish Oil (Base) Mundane: Clarity x4 Water: Light x1 Water: Endurance x3 Process: Bring the fish oil to a boil and begin adding and stirring the Clarity and Light symbols. Then add the Water Endurance to the mixture and stir until the solution turns into a viscous ivory colored mixture. Effect: Once poured onto eyes a lens would form on the surface of the eye after a few moments. The user would be able to peer into murky waters. The murkiness of water caused by small debris would be less apparent making the waters appear clearer. From the surface the potion would allow sight for up to 8 meters in water. This effect lasts up to 2 narrative hours. If applied to a lens the sight would be reduced to 4 meters in water but for a more permanent effect. Redlines: Hide contents -Does not light up water to make you able to see in completely dark waters. -Cannot see through solid objects in water. -Has to be poured onto eyes. If the user is already underwater, resurfacing to use the potion would have to occur. -No alchemical effect if drank -Tier Three (common) -Not ST signed. -If treated onto an ocular device, the item treated would require an ST signature. ORGAN MENDER (Lector 2) Spoiler RECIPE BASE: Mandragora Oil Mundane | Life x2 Mundane | Impediment x3 Mundane | Swiftness x2 Mundane | Order x2 EFFECTS When consumed, this elixir will begin to cauterize and mend minor internal damage that may afflict the body one emote following consumption. The consumer will find themselves being rendered unconscious and left in an incapacitated state for the duration of [1] OOC day on the provision that they suffer from internal injuries. It is noted that although this potion aids in stabilizing internal injuries, this potion will not aid in the repair of vital organs such as the heart or unstabilized lungs. REDLINES Organ Mender will not aid in the repair of vital organs such as Lungs [unless stabilized] or the Heart. Organ Mender will render the patient incapacitated, but conscious, for the duration of 1 OOC day. Organ Mender cannot be forcefully fed to a patient to induce incapacitation unless they suffer from internal injuries. Organ Mender will not aid in the mending of large gaps and/or sizeable holes in the body nor will it repair shredded and removed innards; it is effective in mending puncture wounds and deep lacerations. Does NOT require an ST signature. Lady Bean's Legumes (Lady Bean’s Legumes) Spoiler Brief Description: An unnaturally green and rotten looking little vegetable. Recipe: 1x Pea or Legume (Base). Any form of bean, lentil or peanut will technically suffice. 3x Vigour 3x Rage 2x Poison Creation Process: -Coat base in both layers of poison. -Add one layer of vigour and one layer of rage. -Heat over an open flame until singed black. -Add second layers of vigour and rage. -Heat over an open flame until browned. -Add final layer of vigour and rage. -Leave to sit for one narrative day (three OOC hours). -Peel away the 'shell' of burnt and dried powder that has formed from the treated 'pea or legume' until only the original vegetation remains, now appearing unnaturally green and showing signs of rot. Effects: Odourless, tasteless and non-toxic, Lady Beans' Legumes have no immediate effects apparent to them. When kept within a three meter radius of a sleep deprived individual, a traceless gas exuded from the tampered vegetable will trigger a minor nervous response in those about to fall asleep: the feeling of a single, harsh prod between the ribs emanating from the direction of this alchemic creation that will jolt any descendant awake, no matter how heavy the sleeper. It should be noted that this does not energise willing or unwilling users, who will still suffer the consequences of sleep deprivation. It simply disturbs natural sleep inevitably when kept within range, its miasmas only disrupted by a layer of metal or stone between it and the user. Further, this only applies to natural sleep, and cannot overpower any sleep inducing magics or poisons. This additionally has no bearing on unconsciousness wrought from physical trauma. The only exceptions to these caveats may be found in events, where ST discretion is advised. Redlines: -Lady Bean's Legumes have no bearing on an individual's energy levels and cannot function as a substitute for sleep, but rather an intensifier of sleep deprivation over time. -The effects of Lady Bean's Legumes do not stack, meaning multiple in the same area of effect will yield no noteworthy results. -Lady Bean's Legumes have no bearing being knocked unconscious by physical, alchemic or magical means. -Tier 3, Common TACTICAL GREASER (Lector 1) Spoiler RECIPE BASE: Melted Butter Water | Instability x3 Mundane | Agility x3 Mundane | Chaos x2 Mundane | Growth x2 EFFECTS When applied to one’s flesh or attire, Tactical Greaser would cause the applied surface to become drastically more greasy; this enables one to become highly slippery and difficult to grapple. In addition, this oil can be used to aid in the squeezing between objects or tight spaces provided that one can realistically fit. Depending on the surface and when thrown at the ground, this potion can be used as a greaser to potentially slip opponents in a 3x3 area for the duration of [3] Emotes. The user is warned that moving swiftly may result in them slipping. REDLINES The substance is NOT flammable. Moving at a pace swifter than walking will result in the user slipping unless on adequate terrain (see below). Cannot be used to escape handcuffs, adequate bindings or nets. Cannot be used for FTB scenarios - get your mind out of the gutter. Applied surfaces can be neutralized with the application of water OR dirt, sand or shavings. Tanglefoot is UNABLE to overpower the lubricating effects of the oil if applied prior; the goo would slide off. Cockatrice Breath is ABLE to overpower the lubricating effects of the oil. Arctic Mists is ABLE to freeze the oil. The greaser is ineffective on DIRT, CARPET, GRAVEL or SAND as the oil will be absorbed and/or covered by dust and rocks. The greaser is effective on HARD SURFACES or GRASS. Requires ST signature. Bottled Charm (Hunter’s alchemy) Spoiler Brief Description: A potion mainly used as bait by hunters, by mixing a creature's excrement (Urine and blood also works) it creates an alluring scent that will attract most unintelligent creatures towards it. Recipe: Kelpie’s Liver x1 Peace x2 Strength x2 Life x3 Creation: -The kelpie’s liver must be dried and ground into powder along with all symbols. -Mix the powdered liver along with one (1) portion of the life symbol into a small bowl, mix gently with water, around double the amount of the powdered mixture. Mix for five (5) minutes. -In a larger bowl, mix the resulting liquid from step two with one portion of all three symbols along with equal parts water. Stir for five (5) minutes. -Repeat the previous step and stir for another five minutes. -The resulting liquid must be clear and have no odor, creating enough for three (3) single use vials. Effects: The base potion , once mixed with a creature's excrement (Urine, feces, or blood) will attract said species towards the scent created by the mixture. The potion lasts for an IRP hour before turning ineffective. Redlines: -Does NOT work on descendants under any circumstances (Don't even try it..) -Does NOT require to be ST signed -Each batch creates (x3) single use vials -Requires T3 Alchemy Wyvern's Protection (Hunter’s alchemy) Spoiler Brief Description: Meant as an emergency potion, Wyvern’s Protection gives the user temporary armor made of stone like scales. Recipe: Adult Wyvern Scale [ST Signed] Strength x3 Growth x2 Agility x2 Balance x2 Creation: -All symbols must be ground into separate powders -Grind the Adult Wyvern Scale to dust -Place all powders (except Balance) into a bowl and stir gently until homogeneous -Move the resulting mixture into a larger bowl and mix with room temperature water until the consistency of paste. -Mix in the two (2) portions of powdered Balance Symbols along with boiling water. Stir gently for around fifteen (15) minutes. -The resulting potion will be a light gray in color with no particular odor Effects: The user grows stone-like scales all over their torso (Arms, chest, back , and abdomen) over five minutes, the growth starting from their abdomen going upwards, staying on their body for one (1) IRP day, slowly crumbling off after the duration. The growth causes pains similar to needles poking your skin for around 30 seconds as the scales grow. The scales need one (1) emotes worth of time to form around the body. The scales are considered incomplete and brittle at this time while forming. The scales are akin to stone, forming scale mail like armor to form around the users torso. This does not prevent the user from being exposed to extreme changes to temperature but will protect them from getting directly touched by the flames. The scale armor will protect the user from one (1) full strength melee attack from a normal descendant causing the scales to crumble off , leaving the previously hit area exposed to danger. Like armor, powerful strikes from blunt weapons such as Warhammers will still injure the user similar to how they would be injured when protected by regular scale mail. Over-use of the potion (using more than one potion per day) will cause the user's torso to be petrified, turning an entire arm into brittle stone at the very least. This form of petrification is permanent and may cause the loss of a limb, and in worse cases death. Redlines: -The potion must be ET signed. -The scales have the same durability as stone , breaking off after one regular swing of a sword or blunt weapon, leaving the area attacked scale-less and vulnerable. -Using more than one (1) Wyvern’s protection per IRP day will cause patches of the user's skin to permanently turn into hard stone, eventually becoming petrified, permanently turning into brittle stone if they continue to over use the potion. -Each batch creates two (2) single use vials. -Requires T3 alchemy and does not require teaching ICly, considered Common. Hunter's Venom (Hunter’s alchemy) Spoiler Brief Description: A poison commonly used by the members of the Hunters Lounge for higher difficulty hunts, applied onto arrow heads to slow down larger enemies, and even straight up killing smaller creatures with a small dose. Recipe: Basilisk Venom (One Bottle) [ST Signed] Antlion Acid (One bottle) Weakness x4 Agility x2 Death x2 Blindness x2 Fear x2 Creation: -All symbols must be ground into separate powders -Into a large aurum bowl gently mix both portions of the Agility symbols along with equal parts water, stir for around ten (10) minutes. -Mix in one portion of the weakness symbol with equal parts water and stir for 5 minutes -Add in both portions of the Death symbol along with half of the basilisk Venom and Antlion venom. Must wear proper equipment as to not inhale the toxic fumes coming from the mixture. -Mix in one portion of the weakness symbol with equal parts water and stir for another 5 minutes -Add in both portions of the blindness symbols with equal parts water, stir gently for another ten (10 )minutes. -Finally add in both portions of the Fear symbol along with the rest of the basilisk venom and Antlion acid. Stir the concoction for at least ten (10) minutes -Distill the mixture, the distilled liquid is your poison. -The resulting potion will be a dark murky green in color, the fumes alone may cause irritation when inhaled. Effects: If applied to a blade or arrowhead, injuries caused by said items would cause its target creature (non descendants) to first feel nauseous, the venom acts fast and causes the creature along with its nausea to start vomiting. After around five minutes the affected area begins rotting, meat and flesh would start to rapidly melt into a soup like substance that releases a smell akin to a rotting corpse. The venom quickly seeps into the target's body and causes damage to the nerves, causing a temporary paralysis that would last for a day. While paralyzed the previously mentioned wound would grow in size for another thirty minutes , for larger elephant sized beings it would be enough to melt away a tenth of their entire mass. Smaller creatures closer to the size of descendants could have nearly one thirds (⅓) of their mass melted away into soup. Any attempt to use this venom on a descendant will render the venom useless. Redlines: -The potion must be ET signed -The potion is only enough for at most 10 regular arrow heads, or three uses on a sword. -It CANNOT affect descendants / CA races under any circumstances. -The potion reeks like a corpse, a clear indication when mixing with consumables like food and drinks. -Requires T3 alchemy and does not require teaching ICly, considered Common. Waters of Life (Medical pack 2) Spoiler Distilled Water Base Life x3 Connection x2 Order x1 Grace x1 Vigour x3 Creation: With distilled water as the base, heat the water carefully and add in the counts of Life and Connection to it until they dossolve fully. At this point, it should be a light turquoise color, let this mixture sit for half an hour. After it has sat, bring it to a boil again and add Order, Grace and Vigour in that order, as it dissolves it should become an oxford blue color. Effect: The waters of life can stimulate the healing of wounds. While it doesn't do so rapidly, the speed is notable; What might take months to heal can recover in roughly half that time. Though it is considered a miracle liquid, there are some things that even it cannot treat. Waters of Life cannot save someone who is actively dying from fatal wounds or injuries, as well, it won't treat unstable wounds. Unstable wounds are fresh wounds that have yet to be treated, gashes in the flesh that haven't been cleaned and bandaged or broken bones that haven't been set. Healing them while in this state would only cause more complications. The general procedure is to put the person into the fluid, letting it wash over their injuries. Bleeding areas will clot, broken bones [if set] will seal their cracks and flesh will sow itself. The process is quite slow, however, taking several narrative days at the least. Multiple treatments are advised. While in the fluid, the user will feel relaxed and numbed, often falling asleep in the process. It is best to have someone accompany the person being treated for this reason. When they wake they will be groggy and slightly disoriented, but this will fade after a few short moments of getting ones bearings. - Does not regrow organs or missing limbs - Does not heal internal injuries, drinking the liquid will do nothing - Does not instantly heal injuries, but instead will make the healing process of an injury take half as long as it would normally to heal, in narrative time - Tier 3, Common Knockout (Medical pack 1) Spoiler Aqua Vitae Base Peace x3 Endurance x2 Order x1 Nightsap x2 Creation: Brew the ingredients in order of how they appear into a container of Aqua Vitae on low to medium heat, avoiding a rolling boil. When everything is dissolved into the liquid completely then you may raise the heat until the liquid is boiling safely. As it boils down, slowly add your counts of nightsap, small portions at a time until the boiling liquid turns a blackish color and is thick and viscous. Effects: When the substance is ingested in some form, over the course of the next narrative fifteen minutes the affected individual will slowly become tired, and gripped with exhaustion before finally succumbing to unconsciousness. The individual will not be roused from this drugged sleep for at the least an entire narrative day. - The substance must be ingested to work. - The dark black color and extremely sweet taste of the substance will ultimately ruin any drink or food it is put in, if attempted. As well, dilution into food or drink will cause the effects to be nearly negligable, at most causing the person to become tired or sleepy if they ingested the food or drink in its entirety. - Tier 3, Common - Does not require ST Signage Inheritance Tonic (Inheritance Tonic) Spoiler Description: An ichor-like, metallic-smelling concoction of vaguely purple color, brewed with the single-minded purpose of solidifying mutations born of alchemy within a bloodline, resulting in the consumer’s mutations being reflected in their children and grandchildren, though not extending beyond the two generation mark. Recipe: Base: Aqua Vitae Signs: 1x Aether (any) 1x Water (any) Symbols: 1x Life 2x Endurance 2x Growth 4x Connection 2x Rigidity 1x Balance Effects: Causes physical mutations previously possessed or acquired within the [10] OOC week time frame of the brew’s effects to be reflected in two subsequent generations of the consumer’s bloodline, if the first generation is conceived within the same [10] OOC week time frame. This first generation inherits a more fully realized version of the potion’s effects, resulting in any children they have always sharing the mutations, unless they themselves seek means to remove their own mutation first. However, this effect applies only to their direct children, and does not extend to further generations. The second generation, the original consumer’s grandchildren, will inherit the physical changes of their grandparent and parent, but not pass them on to any of their own children unless they themselves drink an Inheritance Tonic, starting the process over. Creation: No special processes are involved in the creation of the initial dose of Inheritance Tonic, though this dose itself can be considered somewhat incomplete. The ‘brewing process’ is completed in full during the gestation of the consumer’s children, granting that first generation a permanent but shorter reaching version of the tonic’s effect. Redlines: Inheritance Tonic’s initial dose lasts [10] OOC weeks before another dose must be taken if one wishes the effect to continue. Inheritance Tonic only impacts the consumer’s children and grandchildren, not further generations. Inheritance Tonic has no effect if the subject possesses no specifically alchemical mutations. No other manner of physical alteration can be inherited. Inheritance Tonic has no impact on the inheritance of non-alchemical physical traits. The first generation born by the potion’s effects may only negate the impact by finding a way to cure their own mutations before having children. All mutations must be represented in each generation, though minor changes in color, shape etc. are permissible. The children of two people under the influence of Inheritance Tonic will share a variable assortment of their mutations, in number equal to the parent with the most. This may differ per child. The application of an Inheritance Tonic requires OOC consent. Does not interact with Afflicted. Requires ST signing. Common, does not require teaching. Requires Tier 3. FROST OIL (Essential Oils) Spoiler Similar to the potion of freezing from which it was based upon, Frost Oil is an oil with freezing capabilities, primarily being applied to clothing, armor, and particularly blades. It has a variety of uses, from inflicting chill and fatigue upon an opponent with the slash of a blade, to allowing individuals to travel more comfortably through boiling volcanos. RECIPE Base: Lard - 3x Coldness - 2x Freezing - 1x Swiftness - 2x Endurance EFFECTS The effects of this oil will cool whatever it touches, primarily through physical contact as opposed to open exposure. It may be applied to armor or clothing in order to make the wearer cold, whilst also providing protection from exposure to heat and other warm forces as flame, allowing one’s armor or flesh to be much more enduring to open flame and heat. Frost Oil might also be applied to one’s weapon, giving it a faint, shiny glisten. Should this blade cut exposed flesh, frostbite forms around the wound as ice forms in a layer over the injury, preventing bleeding through causing the victim to feel fatigued as their very blood is chilled. If not quickly treated, the area may even have to be amputated. - Wounds inflicted by Frost Oil on its own will not immediately warrant amputation, however, the fatigued effect inflicted by the oil occurs typically within one or two emotes of the injury’s formation. As a result, injuries inflicted by Frost Oil do not bleed due to the ice formation unless the ice is removed, and thus, the slowness effect alleviated. - When applied to material such as metal, the material will become more brittle, potentially chipping or even shattering if too much force is applied, depending on its composition. This applies to both armor and weapons. - Tier Three. -Requires ST Signing FLAME OIL (Essential Oils) Spoiler Akin to Frost Oil, Flame Oil possesses a similar effect, save that it is the exact opposite. Upon contact with any object, unless that said object’s properties prevent such, the oil will heat up upon exposure to air, making for an excellent quick combat application. RECIPE Base: Lard - 3x Burning - 2x Rage - 2x Heat - 1x Peace - 1 x Balance EFFECTS Within seconds of its exposure to air, the oil will become incredibly hot, heating up the object which it is applied to within seconds. Assuming the object’s material is a good conductor of heat, such as a sword, the oil will cause an immense burning upon any flesh it touches, easily distributing second degree burns, flesh turning red and creating puss. Should the oil be applied to a more flammable object such as processed wood or cloth, it would spark aflame, though merely as regular fire, and could be put out with relative ease should one make haste; also, non-processed woods would take significantly longer to light aflame. If applied to something such as armor, assuming it is not directly touching the skin, the armor would become more resistant to cold, able to absorb a greater amount of frost safely, albeit not totally immune. - Flesh which makes contact with Flame Oil will turn red upon contact, receiving second degree burns as flesh is torn relatively easily, puss spilling from them. This is both painful and damaging to the victim. - Beyond cloth and other flammable objects, Flame Oil does not set things aflame instantly, such as flesh, rather, applying an immense amount of heat to the point where combustion is possible with flammable objects, including materials such as metals. - When applied to a material such as common iron or steel, the oil will corrode it, scorching it and causing it to potentially warp and bend with exposure to enough force, such as clashing against another blade. This applies to both armor and weapons. - Tier Three. -Requires ST Signing Babbling Brew (Sylvian) Spoiler Recipe Base: Tree Sap. Fire: Impediment x2 Air: Silence x3 Earth: Growth x1 Mundane: Death x1 Mundane: Blindness x1 Mundane: Weakness x2 Several ground-up mushrooms Creation Tree Sap must be made to boil in a glass or bone container for the duration of alchemic creation. The alchemist must wait five narrative minutes until the sap begins to give off a potent smell. Fresh mushrooms must be ground up and mixed with silence and blindness signs, then funneled into the sap. Weakness and death signs must be mixed together and tossed with aggressive force into the concoction. Growth signs must be mixed with healthy soil and carefully funneled into the potion, which will then take on an orange glow. Mechanics An orange, crystalline liquid which gives off a horrid smell when exposed to the open air. When thrown, the container will burst into a cloud of orange glowing spores into the air within two meters of the epicenter. Creatures caught within the effect that breathe in the spores will find themselves both unable to communicate information in any way, and unable to understand information communicated by others in any way for [4] emotes or thirty narrative minutes. Redlines All forms of communication are impossible to give or understand (even charades.) An affected creature will instead make muddied communications, such as garbled speech or movements, which make sense to only them. Can be counteracted by air purifier masks, the glib tongue potion, or any other alchemic or magical means of preventing the spores from entering the lungs. Normal filters will partially protect the wearer, reducing the duration to [2] emotes or fifteen narrative minutes. The spores have no harmful effects outside that of the potion. Creatures which do not need to breathe for any reason are not affected by the potion, even if they breathe it in. If drunk, the drinker will instead come under the effects of the potion for up to an entire ooc day. Drinking the potion requires OOC consent from the drinker; otherwise the drinker will immediately throw up the mixture into useless orange sludge. The type of mushroom used in the creation of the potion has no effect on it, regardless of the mushrooms' normal properties. The spores glow, but they shed no light and can’t blind anyone. Requires an ST signature. Fervour Concentrate (Fervour Concentrate) Spoiler Overview A thick solution of dark crimson, Fervour Concentrate is a creation so awful and horrible used as a bio-organic purifier. Its taste and smell is so putrid it is oft compared with decay and faeces, made worse by the inexplicably potent spice and fiery sting. Fervour Concentrate is a powerful concoction able to purify an organism of impurities, whether poison or elsewise, though at a gruesome, painful toll. Recipe Earth (Growth) x2 Earth (Purity) x1 Fire (Burning) x2 Fire (Heat) x1 Base: Distilled Water Beeswax: For Salves only Preparation Fervour Concentrate is not considered a difficult alchemical product to create, though still requires an alchemy FA in order to create. A Fervour concentrate item requires an ST signature and is considered Common, meaning anyone may learn it. The concoction isn’t public knowledge, therefore must be taught via RP means. [CONCOCTION] The method of crafting a concoction for viable use in ingesting the Fervour concentrate: Boil the distilled water, chop up the herbs/reagents and extract symbols. Insert all the sign/symbols herbs into the boiling water, and wait approximately forty seconds. After such, prepare yet another batch of the same ingredients and then allow it to simmer for about ten minutes. Extract the remaining herbs from the pot, and then quickly pour it into a container. After such, allow it to rest until it cools down all the way down to a room temperature. [SALVE] The method of crafting a concoction for viable use in topical application the Fervour concentrate: Insert all the sign/symbols herbs into the boiling water, and wait exactly forty seconds. After such, prepare yet another batch of the same ingredients and then allow it to simmer for about ten minutes, but this time, a stick of beeswax must be added into the concoction. After the beeswax had already melted, remove the remaining chunks of herbs, pour it into a container and let it cool down to a room temperature. As it cools down, the liquid slowly starts thickening. Be sure to grab a spoon and swirl the hardening liquid slowly. Upon reaching the right consistency, the salve has been successfully completed. Effects Fervour Concentrate viciously expels from the body any biological impurities- foreign substances such as (most) poison or alcohol, congested phlegm, snot, pus, urine, faeces and may have an effect on larger physical particles/objects within the body. To accompany the awful effects of the potion is the near unbearable heat and fiery spice to accompany- similar to an extremely potent chilli, though with effect over the whole body. [INGESTION] Upon ingestion, the concoction would traverse the body- spreading evenly throughout the organism over the course of 10-60 narrative minutes, progressively worsening. Ingestion is considered the most ‘optimal’ way of utilizing Fervour Concentrate, for it’s effects are the most prominent, being able to entirely eject most impurities and foreign substances out of one’s whole body: this will occur through vomiting, profuse bleeding from orifices such as the eyes, nose, ears or mouth, diarrhea, urinary incontinence, sweating, sneezing, wet-coughing, wound drainage, and possibly more. The ingestion of Fervour concentrate will provide immediate, potent spice that will spread rapidly throughout the whole body, causing absolute agony for the duration of the effect. [MECHANICS + REDLINES] A single shot is all that is necessary for an average descendant to suffer the most potent effect, though may vary by the physicality of the person ingesting. Any less, and the effects will be relatively too lesser. After ingestion, a large portion of one’s blood will also exit the body alongside the waste - leaving a person frail and no longer able to fight competently for a narrative 1-2 days. Ingesting Fervour concentrate will have no severely adverse effects (aside those intended, which may be viewed as positive or negative), unless overdosed; which is elaborated further below. The body will continue to expel fluid and other substances until there is little left, and the spice will remain for four to eight narrative hours after consumption. There are no restrictions to the ingested use of Fervour concentrate in conflict scenarios; though it would be rather impractical in typical scenarios, and useful in only very niche situations. Due to the concoction’s complexity, in terms of making – to brew such, one requires tier three equivalent of expertise in alchemy. This implies that the creation of this concoction requires a valid Alchemy FA. [APPLICATION] Direct application is a more specific use of Fervour concentrate, allowing one to target the impurities of a localized area rather than the ‘full-body cleanse’ approach of ingestion. Whether it be to sterilize a wound or inflict torment with a blade’s edge, direct application of Fervour concentrate will result in the area which it is applied upon to become prone to profuse bleeding and an intense flare of burning and stinging. It is not only useful in combat scenarios, however, and can be used to medically sanitize/purify specific areas. [MECHANICS + REDLINES] The bleeding of a wound is by no means as much as an arterial wound, for example, however, will likely leave the victim faint. If applied to an infected or dirty wound, it would assist in its cleaning/sterilizing. Applying the salve upon a weapon can deliver deadly consequences for the opponent. If one were to get struck by a blade covered in Fervour Concentrate, they’d find the injury harder to heal - the bleeding prolonging and slightly more taxing on time/resources spent recovering. The wound would feel as if struck by fierce fire, nevertheless the salve having no genuine ‘burn’. ((OOC. +1 emote to heal.)) The salve loses its properties if applied to an object after 3 narrative hours, so it is oft applied just before entering combat. [OVERDOSE] An over ingestion/application of Fervour Concentrate rarely results in death unless in exceedingly concentrate or high volume amounts. Ingesting more than one shot of Fervour concentrate, or applying it to more than one place within a narrative day will possibly result in the following: Comatose for 1-12 narrative days. Intense full-body burning, akin to being burnt upon a pyre. Fainting. Full-body reddening. Very rarely, death. Cockatrice's Breath (Cockatrice's Breath) Spoiler Made during the horrors of Mordskov, this multi-purpose concoction was intended to mimic that of the cockatrice’s petrifying breath, though only coming as a close second. Upon contact, the liquid or gas produced will slowly consume the object or individual’s form in stone. RECIPE Base: Aqua Vitae or Lard - x1 Air (Any/Optional – makes the concoction as an expanding vapor) - x1 Water (Any/Optional – makes the concoction as a liquid) - 2x Impediment - 1x Poison - 3x Rigidity - 1x Curtailment EFFECTS Upon contact with this concoction, whether it be as a liquid or gas, slowly calcifying the object or individual’s form, mimicking the petrifying breath of a cockatrice. This does not turn them fully into stone, but instead forms a layer of stone over the individual which inhibits their movement until eventually consuming them entirely over the course of emotes; though they may make an effort to break free. The potion cannot calcify surfaces such as glass, intangible elements such as flames, or certain alchemic treatments. Gaseous Cockatrice’s Breath expands in a 3x3x3 area, and calcifies each individual within its radius over the course of six emotes, including the alchemist if they are not careful. Liquid Cockatrice’s Breath may be applied to one target via a thrown flask, slowly calcifying the individual over the course of four emotes. The amount of time it takes to consume a person may also vary depending upon the physical state of the concoction, and the relative size of the target. The emote counts listed above are the bare minimum, applying to any descendant-sized creature and smaller, excluding orcs; who might take up to [2] additional emotes to calcify. Something as large as an olog would probably take closer to around [10] emotes. - As the potion slowly encases the victim, they will find it increasingly difficult to move, though not necessarily impossible until they have been fully covered. - Being trapped in the stone does not suffocate the individual, nor kill them on its own. They are simply unable to move and must resist for up to three emotes in order to break free. - While fully trapped within stone, the victim may be more susceptible to concussive force, especially in the event that the stone were to be knocked over and shattered; likely yielding a concussion. It is not armor. - Tier 3 Potion - Requires ST signing. TREATING A well-learned alchemist may treat their clothing to be resistant to the effects of Cockatrice’s Breath, no longer permitting the terrible concoction to take hold upon them. This special treating is created and applied in the form of an oil, which an alchemist may treat their clothing with, thus rendering them invulnerable to the effects of the breath, whether or be gaseous or liquid. RECIPE Base: Lard - x2 Agility - 1x Purity - 3x Grace - 1x Endurance - 2x Balance - Treating is considered ‘rare’ alchemical knowledge and must be learned from a teacher. - Treating can be performed by a Tier One alchemist upon their clothing/armor/accessories or themselves directly, thus making them immune to the effects of the breath should it be applied in that area. - Treatment is also T3 - Treating does not require ST signing, though one may always call for screenshot evidence. Rare Potions Spoiler Tier 1: Forgedust (Brews Beneath the mountain) Spoiler Base: Volcanic Sand 2x Heat 1x Instability 3x Swiftness 1x Vigour Originally devised by a travelling smith of the Underkingdom who tired of long forging times, ‘Forgedust’ is a red-colored powder with the texture and coarseness of rough sand, that would glimmer in the presence of heat. When spread across the surface of an object, it would adhere to the metallic surface, and when placed into a forge, would rapidly heat up and dissolve into smoke - heating the object to the forging point of mundane ferrum over the span of one narrative minute, if a full measure of Forgedust is used - which is roughly a pint glass’s worth of Forgedust. It would fall harmlessly to the floor if an object were to move too swiftly, making it useless in combative applications. Smaller amounts of Forgedust would yield lower temperatures. The full measure of Forgedust must be applied upon a metal surface in order to yield the proper level of heat. - Can not be used in vandalism (unless the vandalism is destroying a sword, for whatever reason,) combative scenarios, villainy, or in events without ET approval. - It's literally just a quicker way to forge, heating a given metal/object to the forging point of ferrum, or “Iron.” - Does not require ST signature. - Tier 1 Lumine Mentis (Refuge for the mind) Spoiler RECIPE Base: Distilled Water x2 Reduction x1 Endurance x1 Separation EFFECTS Lumine Mentis was created in an attempt to ward off the horrors of one’s mind, and that it does; effectively suppressing emotional feelings, placing one in a mood that isn’t negative, nor positive, but instead, simply is. One under the influence of Lumine Mentis can be noticed to be drowsy, unenthused, or even grumpy and snappy (though this is not because they are mad, it is a mere side-effect which takes a toll on the user). Lumine Mentis removes all intense emotion, and when its effects are active, one cannot feel happy, sad, passionate, angry, or anything else that might fall into that range. On top of this, it causes a mild drunkenness (only lasts for 30 OOC minutes or 10 emotes), which increases with more measures consumed. Depending on tolerances, one measure would lead to the equivalent drunkenness of 1-2 ales. It is often used as a cure to depression, or more commonly taken by the mad (referring to crazed, not angry), because it relieves their mind of the constant struggle. Due to its bountiful effects, it can become a dependency rather easily, especially for those with poor mental health. But do not be fooled, for its soothing effects do not last forever. Tolerances can be built up within a matter of weeks of daily use, in which the consumption amount must be increased to get the relief that it once provided. And if one stops drinking Lumine Mentis after continuous use, they would be bombarded with the most intense of emotions, lasting from [1-5 IRL days], depending on how long the user had been using Lumine Mentis. This can send them into a panicked frenzy, or a deep depression, even a maddening rage. If consumed by an alchemist, voidal mage, or any other being influenced by an external force that leads to a deranged mind, they would be almost doubly effected, causing them to experience what some call as ‘the grayness’, in which life loses meaning, and that the consumer themself simply is, and does. As ironic as it may be, long term use can dement the mind even more; causing users to be affected by psychosis, schizophrenia (etc.), or bringing them to be downright insane. This is only after extreme cases of long term use, and is unlikely for the average consumer. One full measure of Lumine Mentis lasts for [6 IRL hours], half of that would last for 3 (a measure can be taken in portions), and double that (2 measures) would last for 12. After 2 measures, the duration stops increasing and the consumer must wait until it depletes before replenishing. One measure is 100 mL. This means that if one were to put this into water, it would be rather clearly visible that the water is tampered with, turning the water to a light brown hue. Of course, if the amount of water was a massive amount in comparison to the amount of Lumine Mentis ( a gap of 1500 mL or more), then the colour would be much more diluted, at the same time allowing the effects to grow just as diluted. If put into darker coloured drinks, such as a dark ale, or a wine, the substance would be easier hidden - though a keen eye would be able to discern a slight difference in colour. And as aforementioned, one measure leads to the equivalent drunkeness of 1-2 ales for 30 OOC minutes or 10 emotes. The only thing that scales about this with more measures consumed is the time, which can double by increasing to two measures, but will stop scaling after that. Consumed by drinking. REDLINES Tier 1, Uncommon (meaning an alchemist can discover this by themselves with ample IRP research). Does not require ST signing. All symptoms and effects must be taken into account and roleplayed, failure to do so is to power-game. All ingredients and creation must be done through valid roleplay. The effects of one measure last for [6 OOC hours], with the drunkenness only lasting for [30] of those minutes. Usage of other drugs (specifically euphoric ones, psychedelics, uplifters, etc.) while under the influence of Lumine Mentis will have dulled effects, though mechanic/combat oriented effects will not change. One measure is 100 mL. Tum Somnum (Refuge for the mind) Spoiler RECIPE Base: (No base) x2 Lethargy x1 Silence EFFECTS Tum Somnum, otherwise known as some form of sleeping agent, allows one to fall asleep with extreme ease, whilst at the same time preventing any dreams from occurring. It does not knock one out, or send them to sleep, but rather relaxes the person and their mind, allowing them to fall asleep easily, but at will. Originally, it was created in an attempt to evade the terrors of an alchemist’s dream, allowing them to fall asleep without being possessed by such. It also serves as sleeping medication, and like most pharmaceuticals, can become a dependency; in which, after long-term consumption, the user would have trouble falling asleep without it. On the other hand, one under the influence of Tom Somnum would find it increasingly harder to participate in physical activities, due to it making them tired and relaxed. The effects last for [1] IRP night (or 30 OOC minutes) after consumption of 1 measure. 1 batch would yield enough powder for 4 equally sized measures (with one measure being a single teaspoon of powder). This creates a white cloud when dissolved in drinks, which dissipates - allowing it to be concealed in any matter of drinks. It does not forcefully put people to sleep, though it puts them in a sleepy and drowsy state (as elaborated upon earlier). Consumed by snorting, smoking, or eating. REDLINES Tier 1, Uncommon (meaning an alchemist can discover this by themselves with ample IRP research). Does not require ST signing. All symptoms and effects must be taken into account and roleplayed, failure to do so is to power-game. All ingredients and creation must be done through valid roleplay. Negates and rids all dreams, magical or otherwise. Tom Somnum does not knock people out, it just makes them more tired and relaxes, making it very easy to fall asleep (effectively curing sleeplessness). One would find it decently hard to participate in intense physical activities while under the use of Tom Somnum, such as combat. Tier 2: HUMMING IN A BOTTLE (Severed) Spoiler A relatively simple concoction, one that can be treated onto a variety of tools – be it jewelry, or weaponry. It bears the appearance of a translucent, and verdant liquid. Some Alchemists have used it so that the effects of insanity wouldn’t grip them so easily, for with solitude comes the fading grasp of reality. An example of this use is a bygone soldier, who has lost his family. He uses this concoction to delude himself into thinking that they are still with him. Possible Uses: Couriers, Jewelry, and Contracts. Effects: At its creation, or when opened, one could speak for [3] emotes, before it begins to become inert. During this time, anything spoken or heard can be held and contained within the concoction. When released, or broken, with concussive force; it’d release a noise – or words – spoken at its creation or a set period of time. This effect lingers for [10] emotes, repeated again and again. While there’s no physical difference to a treated weapon, one will find that upon interactions and when the item is moved – through combat, or in mundane situations – it’ll make a harmonious noise, as if it’s singing. The item that it will be treated upon will continuously soak in the mixture of the potion, along with the message inscribed to it. - The noise will not be enough to harm someone’s ears, it’s purely aesthetic. - Voices come off as a haze, and while their identity is unidentifiable, seemingly androngous, the words can still be heard. - When treated upon a weapon, or tool, the voice instead turns into a humming or other musical noise. You cannot engrain items with the ability to repeat words. - At most, it can hold [3] sentences. Anything else, and it’d fizzle out. - This does not require an ST signature. Furthermore, it is considered rare knowledge. - The message should, ideally, be within the description of the potion. Recipe: Base: Distilled Water Mundane: Lifex2 Mundane: Endurancex1 Mundane: Vigourx2 Mundane: Soundx3 MIND’S TEMPERAMENT (Severed) Spoiler A damning concoction, one made with the illusions and paranoia of a man. It bears the aesthetics of a purple-ish cloud within a vial. Possible Uses: Circuses, Jesters, Tricksters. Effects: Upon contact with air, this mist-like cloud would quickly evaporate into a thick haze which expands outwards, obscuring vision and muddling one’s senses. It surrounds the area of impact with a radius of 3 meters, which expands onto six with [1] emote. Overall, the mist lasts for [4] emotes. Within the haze, one may find their grasp of reality slipping, and illusions may occur to those who’d inhale it. One could see multiple of their opponent, perhaps even see a monster instead of the person in front of them; it is purely free-form and does not affect one physically. - You are not able to treat a weapon, or item with this. - One has to inhale the cloud to don the effects, if you hold your breath and walk out, you wouldn’t be affected by it. - The illusions must be realistic, and not outlandish; they have to be something that you can experience. - It does not grant any semblance of pain. - It is recommended that the alchemist, and the opponent, OOCly talk with one another so that they may come to an agreement on what would occur, it is purely left up to player interpretation. - Being in the cloud also grants the effects onto the Alchemist who has thrown it. - This does requires an ST signature and is considered rare knowledge. - You cannot mess with taste and pain. - Overuse of this potion may lead to permanent, and purely-aesthetic, effects. Etc; paranoia, schizophrenia. - The effects last for [2] emotes before ultimately fading out. Recipe: Base: Liquid Mana Base: Item associated with the illusion, etc for flames one might use cinder. Mundane: Blindnessx3 Mundane: Instabilityx2 Mundane: Fearx3 Mundane: Chaosx2 The crushed remains of an Adfectio Stone. Bowie Camouflage (Adunic) Spoiler Base: Lard Air Silence x4 Mundane Connection x3 Mundane Peace x2 Earth Balance x2 Effects This oil was made under the idea that visual camouflage was a need for the adunic rangers. With wanting to save precious time and resources, they came up with this innovative and smart camouflage to not only track their prey. But also hide from the hunters that so desperately wanted to hunt them out. The oil can be applied on any light armor and clothing, adapting the fabrics to the color of the environment to hide from individuals. Redlines -Cannot be placed on metal weapons to make them invisible -Cannot be placed on Metal Armor -T2 to learn and use -This potion is counted as “Rare”, meaning you must learn from someone or find the proper recipes in order to learn -Does not require ST Signature -Requires you to stay still in order for the camouflage to properly work -Bowie Camouflage only changes to the color (Not texture) of of the surrounding area, meaning that one under the effects of this potion is still somewhat distinguishable from their environment past a glance. ST. AMYAS’ DRAUGHT (Lector 1) Spoiler BACKGROUND Conceptualized by Lector Medics due to the need to stave off blight inflicted by Ratiki Rot-Steel and Azhl Anemia, St. Amyas’ Draught seeks to aid the consumer’s body in the fight against infections. RECIPE BASE: Alabaster Leaf Oil Mundane | Reduction x4 Mundane | Purity x2 Mundane | Life x2 Mundane | Impediment x2 EFFECTS Possessing a base of Alabaster Leaf’s Oil, this remedy combines the untapped potential of Alabaster Leaf with that of the antibiotic nature of Gislocinovi. As a result, those who consume St. Amyas’ Draught would find themselves curbing infection and Azhl Anemia following [5] emotes or thirty narrative minutes, the effectiveness of which is dependent on the severity of the wound or illness. Cleaning wounds remains advisable in order to prevent future infectious flare ups. Side effects may include dizziness and disorientation. REDLINES Wounds require proper medical treatment in order to prevent future flare up. St. Amyas’ Draught is unable to destroy pathogens. When recovering from Azhl Anemia, a day’s worth of bed rest is recommended for optimal effect. St. Amyas’ Draught cannot cure those with chronic Azhl Anemia. St. Amyas’ Draught will make the consumer feel dizzy and disorientated for approximately twenty narrative minutes. Korkoss’Varekan (Brews beneath the mountain) Spoiler Base: Liquid Mana 3x Aether (Any) 2x Endurance 2x Connection 3x Purity 1x Light Finely Ground Anorum Dust Step 1: Pour the Liquid Mana into a vessel of some sort, preferably a small bowl, and sprinkle with the dust of ground Anorum crystals. Add both measures of Connection, and those of Endurance. Step 2: Strain the measures of ‘Purity’ through a sieve while stirring the mixture over a low flame. Step 3: Add the measure of ‘Light,’ ensuring that the mixture is not struck by moonlight. It then must be stored in a closed and non-transparent container, such as a metal jar, until use as a paint or ink. Originally pioneered by the Dwed of Clan Starbreaker, Star-Ruhns, as they are culturally known, are created using the mixture ‘Korkoss’varekan’ described above. If one were to write a message with this ink, and then allow it to be exposed to the light of the moon, they would find the text to refract and change, becoming ‘keyed’ to the light of that specific moon - meaning that the runes might be read upon the day and hour of the IRL week in which they were written under moonlight, though would glow regardless of the day, which must be noted on any item utilizing this concoction. For example, a message scribed would require something along the following lines to be written; “Upon the moon of The First Seed upon the 17th, one would find a series of glowing runes to shine here.” or [This item has had a Korkoss’varekan message scribed upon it, only visible on a Thursday at 6:00pm EST.] The message must be contained in a chest, lectern, or on signs nearby in order to ensure easy and ready access to their contents. If placed upon an item, the message must be written in its description. In order to read a message scribed in this manner, the ink must be directly exposed to moonlight; or by means of moonlight refracted through Anorum crystals. Because of this, the ancient Starbreakers would often have grand tables wrought of the precious sea glass, for the purpose of viewing the hidden messages. - If scribed with this concoction, the message may only be read upon the IRL day and hour in which it was written. Those who know this recipe would, in the same period of time as it takes for one to perform the ‘Identification’ process, be able to ascertain under what conditions a particular message would be legible. - Messages written in Korkoss’varekan are only able to be read by the light of the moon, necessitating that they be placed outside, or read outside. - Does not require ST signature. - Messages written in Korkoss’varekan must always have some method left behind to read it included on the item in question. This could be locked lecterns with a book and quill nearby, a line in the item's description, or signs detailing the message. - Tier 2 Boom Paste (Beastial Brews) Spoiler Recipe Base: Bat Blood 2x Sound 1x Clarity 1x Fear Process Extract symbols separately and, within the Bat Blood, add Sound and Clarity symbols. Let them sit and diffuse undisturbed for 5 minutes, before adding fear symbols to the solution and churn. It should thicken into a pale red paste. Effects Boom Paste, when added to the inner ear of somebody via cotton swab or some other inserting mechanism, will amplify their hearing by tenfold. While it can be compromised completely via earplugs or mufflers, if left unprotected, even ordinary sounds will be excruciatingly loud and almost painful in nature. If one is subjected to loud noises while under the effect of the paste, they will be instantly subject to unbearable pain, potential long term ear damage, and excruciating headaches. However, the paste will lose its effectiveness after 4 emotes, or if rinsed out with water. This paste is NOT constructive toward hearing. One can not hear a ball drop from miles away, or experience enhanced hearing in any positive capacity under its effects. Instead, everything will become so loud and clattered that the all sound perceived by the applicant will be utterly incomprehensible, incoherent, and unbelievably painful. Redlines: - Earplugs and noise mufflers completely negate the effects of the Boom Paste. - The paste will lose effectiveness after 4 emotes. - The paste will instantly lose effectiveness if one rinses the ear with water. - This potion can be represented with a player-signed item after adequate creation-roleplay is done. Manic Brew (Bestial Brews) Spoiler Recipe Base: Distilled Water 2x Chaos 2x Instability Rabid Blood Process Bring the distilled water and rabid blood, in two separate flasks, to a boil. To the distilled water, add chaos symbols. To the Rabid blood, add instability symbols. Allow the symbols to dilute undisturbed within each liquid, before abruptly combining them and mixing. Turn off the burner and allow it to cool. The result should be an ebony solution with red specks scattered throughout. Effects Upon consumption of the Manic Solution, one will lose all sense of reality and reason for a brief period of time. While they will have some degree of self control and might not blatantly attack those around, they will become very easily provoked and prone to physical outburst. They will growl almost animalistically while under the effects of the potion, and be compelled to bite or scratch people. During the duration of the Manic Brew, one will be rendered completely unable to perceive speech, and therefore unable to coherently talk. For a brief period of time, they will be devolved into a rabid animal. Drinks spiked with the Manic Brew would be darkened in color, and have strange red specks scattered throughout it, but these are things only noticeable upon deliberate inspection of the spiked drink. What is substantially more noticeable, however, is the repugnant odor is exudes when combined with another liquid, making it difficult to trick one into consuming the brew. The effects of the brew last precisely 7 emotes before subsiding. Redlines: - The effects last 7 emotes - Simply because one consumes this potion does not mean they will mindlessly attack all in sight. Instead, they will be very easily provoked and defensive, and will attack if approached. - This potion can be represented with a STORY TEAM-signed item after adequate creation-roleplay is done. - Effects set in immediately upon consumption of the potion. - Descendants are required to drink 1 full measure of the brews (One full potion) to observe its effects. Somebody can not drink half a potion to become 'half rabid'. Insulating Decoction (Beastial Brews) Spoiler Recipe Base: Distilled Water 2x Balance 1x Strength 1x Blindness Camel Gut/Snow Rabbit Stomach (For either heat resistance or cold resistance) Process Bring the distilled water to a boil. One by one, add balance, then strength, then blindness symbols. Mix until it adopts a dull grey hue. Then, acquire either Camel Gut or Snow Rabbit Stomach. Carve a hole into the stomach, and pour the solution in. Over the course of 20 irl minutes, it will adopt either heat resistant or cold resistant properties. The solution can not be removed from its respective stomach, else it will lose its effects completely. Effects The Insulating Brew, when consumed, provides amplified resistance to either Heat or Cold, depending on whether Camel Gut or Snow Rabbit Stomach were used in its creation. These potions last up to 2 narrative hours. Should one consume the Snow Rabbit Stomach variant, they will find that, if they are in a freezing environment, they feel as though they are cloaked in a fur coat: one which wards off the cold. That being said, they are not immune to consequence. While they will not perceive the pain of frostbite or hypothermia, it will still occur. If one remains in the cold in unfitting clothing for over 1 narrative hour, their body will begin to succumb to hypothermia, but at a substantially slowed rate for the remaining narrative hour of the potion’s effect. Should one consume the Camel Gut variant, they will find that, if they are in a scorching environment, they feel as though they are constantly being fanned with cold air: Air which wards off the heat. That being said, they are not immune to consequence. While they will not perceive the pain of overheating or stroke, it will still occur. If one remains in the scorching heat for over 1 narrative hour, their body will begin to succumb to heat stroke, but at a substantially slowed rate for the remaining narrative hour of the potion’s effect. This potion does NOT ward off fire. If one encounters fire, it will still completely affect them, and they will feel every ounce of pain induced by it. Even while one is beginning to succumb to heat stroke/hypothermia in the second narrative hour of the potions effects, they will be completely unable to perceive any pain or physical warning. After the potion expires, the pain and damage that they sustained will hit them all at once: A pain often debilitating in nature. Redlines: - These potions last up to 2 narrative hours - The Snow Rabbit Variant of this concoction only completely defends from hypothermia and frostbite for 1 narrative hour. After this, they will begin to succumb to it, but at a slowed rate. - The Camel Gut variant of this concoction only completely defends from heat stroke for 1 narrative hour. After this, they will begin to succumb to it, but at a slowed rate. - The Camel Gut variant of this potion serves as a heat retardant, not a FIRE RETARDANT - This potion must be stored in and consumed from either Snow Rabbit Stomach or Camel Gut, NOT a flask/vial. - This potion can be represented with a player-signed item after adequate creation-roleplay is done. Smoldering Light (Sylvian) Spoiler Recipe Base: Tree Sap Earth: Endurance x3 Earth: Connection x1 Mundane: Growth x3 Mundane: Light x2 Mechanics Without any alterations, the potion appears to be filled with a thick resin that gives off sickly green cloud, letting out a stream of glowing smoke when opened. If applied to a weapon or piece of ammunition, that item will give off a glowing smoke for [10] emotes or 1 narrative hour. When this weapon comes into contact with something, some of the resin will come off, sticking to the point of contact for [5] emotes or 30 narrative minutes. The potion can be thrown instead, scattering the resin over everything within two meters of it's epicenter, scattering the resin on to all creatures and surfaces within range for [5] emotes or 30 narrative minutes. This smoking resin is mostly harmless, yet it can easily mark the bodies of those affected, even in bleak darkness. The following may be infused into the potion to alter its effects: Natural dye will change the color of the smoke to the same as the dye. When nightglow is added, the smoke will glow only in dark conditions, akin to night glow paint, otherwise being invisible. Natural dye may be added to change the color of the smoke. When kuila dust is added, the smoke may glow when in the hands of a communing druid, of the same color as the dust or combination of dusts used, otherwise appearing invisible or like natural black smoke if charcoal is added. Redlines When stuck to a creature, the smoke will rise up to four meters off the affected section of the body, possibly giving away their position even when out of sight. The smoke gives off light akin to a redstone torch. The light given off cannot blind anyone. After the emote duration has passed, the resin will dry and crumble away from the object. If the applied object is made of dead organic material however, such as bone, wood, or leather, it will remain dried on the object permanently until rubbed off. Only effects things it can physically latch onto. For instance an incorporeal phantom would be unaffected, but a corporeal one would, even if they later when incorporeal. Permanent applications of the potion will no longer come off on contact, effectively becoming a cosmetic light source. If kuila dust is glowing when it leaves the range of the ruid who made it glow, it will remain glowing until it dries or the druid chooses to have it stop glowing. The smoke is not thick enough to obscure anything, like a smoke whispers potion might. The smoke has no effect if breathed in, just possessing a slight minty smell. A single use of the potion may be applied to a handheld object, part of an outfit, a weapon, or eight pieces of ammunition. Other things/objects cannot be permanently affected by the potion. The type of tree sap used in the creation of the potion has no effect, regardless of the sap’s normal properties. Stacks with other alchemic modifications on materials. The potions and things made with it are player signed. Beguiling Brew (Infernal) Spoiler Brief Description: Misunderstood by many as the ‘love potion’, and often peddled as such by malign alchemists. The bedeviling brew is said to have first been discovered by a witch bound to the service of Velkuzat, the Goat, though her efforts were thwarted by a rival mistress from the harem of Drazhana, the Bat; what was meant to behave as a charming tonic - to make one enamoured with another descendant - was instead twisted into an elixir of frightful obsession, anxiety and paranoia. Recipe: -Red wine (base) -Witchtallow x1 -Connection x6 -Instability x3 -(Fire) Burning x2 Effects: The beguiling brew looks, tastes and smells identical to red wine, though has lost all of its alcoholic properties. When ingested in full, the victim of the brew will be subject to an unhealthy obsession with the first subject to catch their attention, though this is not to be mistaken with ‘love’. The potion in layman's terms causes one to develop a chronic fixation with either the specific subject spotted or associations with the subject (such as its style of dress, culture, tone of speech and so on) for better or worse. The interest caused by beguiling brew will always spiral down one of two paths: The first is an unhealthy desire to possess, control or (in extreme cases) become the subject fixated upon. Idolisating to the point of insanity, victims of the brew will never be able to resist spying on, stalking, stealing from and hoarding the attention of their chosen subject or its associations, breaking into fits of rage and even full on homicidal rampages whenever their obsession is obstructed, even if by the subject in question. There are countless tales of wiley noblemen that have misunderstood this potion, in most cases ending with their skin being worn by a crazed lady of the court. The second is the complete inverse, where the victim of the brew will treat the subject in question as if they were under the influence of the aforedescribed effects. Deluded past logic and reason, the victim of the brew will convince themselves that the subject is obsessed with (and usually out to get) them, devolving into paranoia and anxiety around some sort of conspiracy with the subject they first lay eyes upon at the helm. This can lead to the victim propagating falsehoods about the subject or its associations, and in extreme cases has been known to cause faux backlash against the subject, such as seeking to ‘put a stop to its misdeeds once and for all’. Redlines: -Requires an ST signed item. -OOC consent is required of the victim before consuming the brew, so as to ensure the potion is properly understood and will only be used by those enthusiastic to do so (being that mental effects are far less objective than physical, and ‘forcing’ an individual to RP mental effects they have no interest in roleplaying would also be fruitless). -With the exception of violent outbursts as described above, the beguiling brew in no way encourages physical advances towards the obsessed over subject. -The subject obsessed over (for better or worse) does not necessarily have to be a descendant or even living creature. It is not uncommon for people to develop fixations on or phobias of inanimate objects in this regard. This is left to the roleplayer’s discretion. -A full measure of the beguiling brew must be drunk by the victim for its effects to take hold. -Tier two. Sprog’s Elixir (Infernal) Spoiler Brief Description: For years natural philosophers have decoded and scryed the endless symbols and signs of the material, searching for a potion far more powerful than any alchemist’s fire, far more enduring than any klone and far more functional than the afflicted symbiote. The Elixir of Life, rumoured to grant immortality to any daring enough to drink it. Liquid eternity, time in a bottle, the death of the universe at one’s anticipation… It was one such human alchemist thought to have come closest to uncovering this fabled treasure: an Elixir potent enough to reverse someone’s outward age, to restore youth to the old… To undo the Betrayer’s curse of mortality upon the children of Horen. Or so he believed, until he died from Alzheimer's disease at eighty three... and some upstart elven chemist stole his recipes. It was this botched concoction he named the Sprog’s Elixir out of his distaste for children. Recipe: -Lard/ Undistilled Water -Life, x1 -Vigour x1 -Heat x2 -Swiftness x2 -Babyteeth from a human child, x2 -Bones of a Rabbit (or Hare), x2 Creation (Optional, only if it requires a specific process): -All symbols, as well as the baby teeth and rabbit (or hare) bones, must be ground into separate powders using a mortar and pestle -The base must be used to fill a cauldron halfway with the rakir mixed in, having pre-measured for the rest of the ingredients to make up the second half (note, double the volume would be required in the case of an undistilled water base as opposed to a lard base). -The base must then be heated above an open flame until beginning to fry (if lard) or boil (if undistilled water). -Heat should be added and stirred until no longer visible. -Vigour should then be added and stirred until no longer visible. -Life should then be added at the same time as the ground baby teeth, and stirred until the elixir turns white. -The bones should then be mixed in along with swiftness until no longer visible. -All heat should then be removed from the cauldron, allowing the mixture to rapidly cool and thicken (if undistilled water is used) or solidify into a fatty paste (if lard is used). Effects: When applied as a paste the Sprog’s Elixir acts as an anti-aging lotion, causing skin and certain areas to plumpen, blush, dimple and clear wherever applied. Noses and ears will shrink and bald. Eyes become bright, clear and (with thick application) change to a brilliant blue. The elixir will also cause pre-existing scalp hair to re-colour, soften and (with thick application of the Elixir) eventually thin out to that of an infant, whilst also causing pre-existing facial hair to re-colour, soften and (with thick application) recede entirely. The elixir can also be applied to the teeth to cause brightening, whilst thick application can cause them to fall out and be replaced with new sets entirely, whilst drinking the elixir will give the added effect of fresh vocal chords to maintain the illusion of a youthful tone of voice, whilst thick application can induce loss of coherent speech bar infantile babbling. It should be noted that all changes brought on by the Sprog’s Elixir are skin-deep, however, and will only serve the purpose of causing accelerated de-aging in an aesthetic manner. Whilst it certainly has the potential for malicious use, the Sprog’s Elixir would not function as a sort of poison to afflcited one with Asthma, Croup, Mumps or other age-related illnesses. Similarly, beneath the guise of faux young age the user’s organs, muscles and mind would still behave as healthily and effectively as they had prior to the elixir. The key difference noted in use of the base is concentration. Using water as a base will provide double the amount of the elixir, at half the effectiveness, and the inverse when using lard as a base. A quart jar filled with a lard-base of the elixir will be much thicker, and have the potential to deage areas it has been applied to up to 150 years, though this jar would only be able to cover the hands, head, mouth (excluding vocal chords) and neck of a subject. Using the same ingredients, but replacing the lard with a doubled volume of water would in turn allow for two quart jars to be filled, though each jar would only have the potential to deage areas it has been applied to up to 75 years, though having two quart jars would permit subjects to cover all areas. The effects of the Sprog’s Elixir will linger until the equal measure of years is re-aged using the Fogey’s Elixir. The effects similarly cannot be reversed by mundane, magical or alchemical healing with the exceptions of appearance-altering surgeries physically moving soft and plump flesh. Redlines: -Requires an ST signed item. -The Elixir will not impact a subject’s lifespan. -The Elixir cannot positively or negatively impact a subject’s physical or mental health. This includes any and all age-affiliated changes to height, muscle mass, cognitive function or organ efficiency. -The Elixir is only capable of causing aesthetic changes bar the potential benefits and detriments to a subject’s skin, teeth and hair. -The Elixir cannot be reversed by the effects of other skin, hair or dental specific potions. The only cure is the Sprog’s Elixir or intense surgery to literally reconstruct one’s appearance. -Years will be ‘subtracted’ in accordance with the lifespan of a subject’s relative race, in accordance with the water/lard quart guidance given above. In this regard, an elderly human would only need to subtract 150 years to achieve an appearance of their minimum old age whilst elderly Orcs and Dwarves would need to subtract up to 500 years for the same effects (which would require more 3 and ⅓ more Elixir), and so on. Elves are the exception to this, experiencing the potion at the same potency as humans and appearing effectively identical to humans when elderly, bar their physical shapes, skin and hair colours and ear shapes. -There is no ‘Greater Sprog’s Elixir’ or ‘Lesser Sprog’s Elixir’; potency of the Elixir is determined by its base and how much/ little is applied in accordance with the water/lard quart guidance above. -This potion has no effect on Frost Witches or Striga. All other creature/ magical/ alchemical means of ‘polymorphing’ to change one’s physical skin, hair, eyes and teeth will still function normally albeit individuals in these circumstances will have their ‘default’ appearance changed in accordance with the elixir. -Tier two. Fogey’s Elixir (Infernal) Spoiler Brief Description: Bound to the form of a child through a mistake of his studies, and from the late scholar’s notes did this alchemist too conjure up an antidote, or perhaps another brew in its own right, calling it Fogey’s Elixir for his equal hatred of the elderly. Recipe: -Lard/ Undistilled Water -Death, x1 -Curtailment x1 -Coldness x2 -Swiftness x2 -Grey hair from a human elder, x2 -Shell of a Tortoise (or Turtle), x2 Creation (Optional, only if it requires a specific process): -All symbols, as well as the elder hairs and shell of a tortoise (or tutle), must be ground into separate powders using a mortar and pestle -The base must be used to fill a cauldron halfway with the rakir mixed in, having pre-measured for the rest of the ingredients to make up the second half (note, double the volume would be required in the case of an undistilled water base as opposed to a lard base). -The base must then be heated above an open flame until beginning to fry (if lard) or boil (if undistilled water). -Coldness should be added and stirred until no longer visible. -Curtailment should then be added and stirred until no longer visible. -Death should then be added at the same time as the ground grey hairs, and stirred until the elixir turns black. -The shell should then be mixed in along with swiftness until no longer visible. -All heat should then be removed from the cauldron, allowing the mixture to rapidly cool and thicken (if undistilled water is used) or solidify into a fatty paste (if lard is used). Effects: When applied as a paste the Fogey’s Elixir acts as an aging lotion, causing skin and certain areas to sag, wrinkle and develop liver spots wherever applied. Noses and ears to enlarge and bulge whilst sprouting thick grey hair from within. Eyes become yellowed and bloodshot and (with thick application) fade to a complete milky white. The elixir will also cause pre-existing scalp hair to grey and (with thick application of the Elixir) eventually bald, whilst also causing pre-existing facial hair to grey and (with thick application) become matted and frayed. The elixir can also be applied to the teeth to cause wear and yellow staining, whilst thick application can cause them to wear away entirely, whilst drinking the elixir will give the added effect of worn vocal chords to maintain the illusion of an elder tone of voice, whilst thick application can induce loss of voice. It should be noted that all changes brought on by the Fogey Elixir are skin-deep, however, and will only serve the purpose of causing accelerated aging in an aesthetic manner. Whilst it certainly has the potential for malicious use, the Fogey Elixir would not function as a sort of poison to afflicted one with Arthritis, Hemorrhoids, Altzheimers or other age-related illnesses. Similarly, beneath the guise of faux old age the user’s organs, muscles and mind would still behave as healthily and effectively as they had prior to the elixir. The key difference noted in use of the base is concentration. Using water as a base will provide double the amount of the elixir, at half the effectiveness, and the inverse when using lard as a base. A quart jar filled with a lard-base of the elixir will be much thicker, and have the potential to age areas it has been applied to up to 150 years, though this jar would only be able to cover the hands, head, mouth (excluding vocal chords) and neck of a subject. Using the same ingredients, but replacing the lard with a doubled volume of water would in turn allow for two quart jars to be filled, though each jar would only have the potential to age areas it has been applied to up to 75 years, though having two quart jars would permit subjects to cover all areas. The effects of the Fogey Elixir will linger until the subject surpasses the age they’ve attempted to appear as, or until an equal measure of years is de-aged using the Sprog’s Elixir. The effects of the Fogey Elixir on elves opting to appear any older than 30 will linger (as they will never naturally age past any older than an adulthood) permanently until an equal measure of years is de-aged using the Sprog’s Elixir. The effects similarly cannot be reversed by mundane, magical or alchemical healing with the exceptions of appearance-altering surgeries physically moving wrinkled and sagging flesh. Redlines: -Requires an ST signed item. -The Elixir will not impact a subject’s lifespan. -The Elixir cannot positively or negatively impact a subject’s physical or mental health. This includes any and all age-affiliated changes to height, muscle mass, cognitive function or organ efficiency. -The Elixir is only capable of causing aesthetic changes, bar changes to teeth or hair. -The Elixir cannot be reversed by the effects of other skin, hair or dental specific potions. The only cure is the Sprog’s Elixir or intense surgery to literally reconstruct one’s appearance. -Years will be ‘added’ in accordance with the lifespan of a subject’s relative race, in accordance with the water/lard quart guidance given above. In this regard, a newborn Human would only need to add 150 years to achieve an appearance of their maximum old age whilst newborn Orcs and Dwarves would need to add up to 500 years for the same effects (which would require more 3 and ⅓ more Elixir), and so on. Elves are the exception to this, experiencing the potion at the same potency as humans and appearing effectively identical to humans when elderly, bar their physical shapes, skin and hair colours and ear shapes. -There is no ‘Greater Fogey’s Elixir’ or ‘Lesser Fogey’s Elixir’; potency of the Elixir is determined by its base and how much/ little is applied in accordance with the water/lard quart guidance above. -This potion has no effect on Frost Witches or Striga. All other creature/ magical/ alchemical means of ‘polymorphing’ to change one’s physical skin, hair, eyes and teeth will still function normally albeit individuals in these circumstances will have their ‘default’ appearance changed in accordance with the elixir. -Tier two. Eye Potion (Alteration) Spoiler Recipe Base: Distilled water\ - 1x Connection - 1x Grace -1x Clarity -25 ml of dye Effects A successfully made eye potion will be clear, yet with a tint of whichever colour of dye was added. To take effect, one must squirt a few drops into each eye, after a mere matter of seconds- the eye will begin to shift colours to match that of the dye. It will feel quite painful, as if the colour were being burned into the eye, though this pain will subside after five minutes (five emotes) at most. The effects will last forever, unless met with a revertion potion, in which the effects will subside and the eyes will return to normal. - Cannot be used to make unnaturally coloured eyes, any colour of dye outside of the colours natural to each race will merely take no effect. - Can’t be applied in combat. Skin Potion (Alteration) Spoiler Recipe Base: Distilled water - 1x Connection - 1x Growth - 1x Swiftness - Skin tissue sample Effects A successfully made skin potion will appear to be blue with specks of brown. It changes the colour and texture of ones skin to that of the skin tissue sample used in the making. That being said, it can only be used on descendents and with descendent tissue, a human could not take the skin of a wonk, for example. To apply the potion, one must simply fill a bath with the liquid, and bathe in it for no more than 10 minutes. The effects last indefinitely unless the revertion potion is used. - Cannot be used on/for CA races. - Can’t be applied in combat. - Restricted to base colours for each race, a dark elf couldn’t have skin tones of a high elf, etc. - Offers no benefit beyond cosmetic appearance. Ear Potion (Alteration) Spoiler Recipe Base: Distilled water - 1x Sound - 2x Growth/Reduction (Growth for larger ears and reduction for smaller ears.) - 1x Swiftness Effects A successfully made ear potion will appear a cloudy brown if growth is used and grey if reduction is used. Upon consumption through drinking it, the ears will either grow larger (though not changing shape), or will shrink (though not changing shape). An ear may not exceed the boundaries of 4 centimetres from what it was. The effects last indefinitely unless the revertion potion is used. Also, an interesting detail to note is one may slightly enhance their hearing by enlarging their ears, or slightly deteriorate their hearing by shrinking their ears. - Ears can only change 4 centimetres in either direction from what they were initially. - Offers no benefit beyond cosmetic appearance. - Can’t be applied in combat. Hair Potion (Alteration) Spoiler Recipe Base: Distilled water - 1x Growth/Reduction (Growth for longer and reduction for shorter) - 1x Swiftness - 1x Life -1x Grace - Hair sample Effects A successful hair potion will appear quite clear and translucent with no apparent colour. Upon pouring the potion into ones hair and scrubbing it vigorously, as if the potion were shampoo, the users hair will begin to shift in colour, length and texture. The colour and texture are dependent on the sample which was used, while the length depends on whether growth or reduction was used. The effects last indefinitely unless the Revertion Potion is used. - Cannot be used to make vibrant/rainbow coloured hair etc. - Upon the application of a revertion potion, one must wait 2 IRL days before using alteration alchemy potions. Revertion Potion (Alteration) Spoiler Recipe Base: Distilled water - 1x Reduction - 2x Curtailment - 1x Separation Effects A successfully made revertion potion will take on the properties of a sludge-like substance, upon its consumption through eating, it would revert all effects of the alteration potions over a span of 5 minutes (5 emotes). - Only removes effects applied by alteration alchemy. Lavaforging (Warforging) Spoiler When the Lava-Forged Oil is applied to the metal once, it takes upon the visual appearance of hot, blazing metal as if it were freshly taken from a forge. It carries a warm touch to it, though nothing extreme. Should it be applied twice, cracks soon would form on the metal – bearing a kinetic flow to it, as if rivers of molten metal flowed upon the blade. Recipe: Base: Oilx1 Mundane: Impediment x4 Mundane: Lethargy x1 Fire: Heat x4 Mundane: Balance x2 - This cannot be applied to Thanhium, Ironwood, Lunarite or Rokodra. - This can be applied to Azhl, Carbarum, Lunarite, and Boomsteel. It retains physical tells to their composition; such as Azhl’s grey-ish hue, Carbarum’s oceanic colour, and Lunarite’s ability to glow. The application of the oil cannot obscure the identity of the metal. - The item must be let to rest in the sun for [1] narrative hour, allowing its effects to only appear on the material's surface. Starforging (Warforging) Spoiler Should the Star-Forged oil be applied once, the metal soon takes on the characteristics of the shifting, night sky – mimicking it, though not fully comparing to the sights above. The metal soon becomes purple, with countless parks of light – akin to stars – held within it. Some may move, twinkle or even fade out in time with lights anew replacing them in white, yellow, and red colours of the treated metal. Recipe: Base: Oilx1 Mundane: Swiftness x1 Mundane: Endurance x2 Mundane: Light x4 Mundane: Clarity x2 - This cannot be applied to Ironwood. - This can be applied to Azhl, Carbarum, Lunarite, Thanhium and Boomsteel. It retains physical tells to their composition; such as Azhl’s grey-ish hue, Carbarum’s oceanic colour, Lunarite’s ability to glow, and Thanhium’s misty frost still lingers around the metal. The application of the oil cannot obscure the identity of the metal. - The item must be let to rest out in the night, where no clouds cover the sky, for [1] narrative hour, allowing its effects to only appear on the material's surface. Stormforging (Warforging) Spoiler Should Storm-Forged oil be applied to a metal, it bares little change to the surface of it – more so creating thin, short arcs of ‘lightning’ that dance vehemently around the metal. On some occasions, the appearance of fog, resembling clouds, may surround the surface. Recipe: Base: Oilx1 Mundane: Life x2 Air: Swiftness x1 Mundane: Strength x2 Water: Peace x4 - This cannot be applied to Thanhium, Lunarite or Ironwood. - This can be applied to Azhl, Carbarum, Lunarite, and Boomsteel. It retains physical tells to their composition; such as Azhl’s grey-ish hue, Carbarum’s oceanic colour, and Lunarite’s ability to glow. The application of the oil cannot obscure the identity of the metal. - The item must be let to rest out in the rain, amidst storms and thunder, for [1] narrative hour, allowing its effects to only appear on the material's surface. Iceforging (Warforging) Spoiler Ice-Forged concoctions bear the strongest illusion as when applied, the metal appears as if it has been thickly iced over. This is not translucent and takes on the colour of the metal that it was applied to. The item will bear a frosted-over aesthetic to it, as well as give off a rather gentle haze – along with a cool touch to it. Recipe: Base: Oilx1 Mundane: Slowness x3 Mundane: Strength x2 Mundane: Connection x1 Mundane: Freezing x2 - This cannot be applied to Boomsteel, Lunarite or Ironwood. - This can be applied to Azhl, Carbarum, Lunarite, and Thanhium. It retains physical tells to their composition; such as Azhl’s grey-ish hue, Carbarum’s oceanic colour, Lunarite’s ability to glow, and Thanhium’s misty frost still lingers around the metal. The application of the oil cannot obscure the identity of the metal. - The item must be let to rest out in the snow, in a cold environment, for [1] narrative hour, allowing its effects to only appear on the material's surface. Lightforging (Warforging) Spoiler Light-Forged potions grant a glowing effect to an item, with the edges being brighter than the others – showcasing that it isn’t perfectly even. It carried a slight light-catching tint to it as if various gems were woven within the outer layer of the metal, hidden amidst the glowing hue. Recipe: Base: Oilx1 Mundane: Light x3 Mundane: Purity x2 Mundane: Vigour x1 Mundane: Endurance x4 Optional: Dyex1 - This cannot be applied to Ironwood, Lunarite or Rokodra. - This can be applied to Azhl, Carbarum, Lunarite, Boomsteel and Thanhium. It retains physical tells to their composition; such as Azhl’s grey-ish hue, Carbarum’s oceanic colour, Lunarite’s ability to glow, and Thanhium’s misty frost still lingers around the metal. The application of the oil cannot obscure the identity of the metal. - The item must be let to rest out in a dark room, only granted light by nearby flames, for [1] narrative hour, allowing its effects to only appear on the material's surface. Tier 3: NULL ARCANA (Severed) Spoiler An invention of eld, Null Arcana was once known as “Mage’s Bane '' and was highly prized by both assassins and Mage-Hunters. Due to the original recipe having been lost to time, Alchemists of the modern era have since developed a less potent variant which inhibits the drawing of one’s own mana via the introduction of a foreign source. Should Null Arcana be treated onto a weapon and strike an individual or enchanted item, said target would find itself unable to cast spells for [2] emotes. Further, should Null Arcana strike a magical construct such as an Atronach or Golem, the target would be stunned and unable to operate for a period of [1] emotes. It is noted that due to the chaotic nature of the Null Arcana’s infusion, tools binded with the substance will be made brittle and break after a single use, making the treatment of ammunition ideal. It works off the same method as Thanhic-Steel does, where Foreign Mana is placed against the body, preventing people from calling upon their natural source of mana. Effects: As mentioned prior, it is a tool to equalize creatures, and mages, to the mundane man. Should it hit an individual, or an enchanted item, they would find themselves unable to cast their spells or harness their inner abilities for [2] emotes, furthermore allowing a person to strike against the supernatural that may plague the descendants. Strangely, due to the infusion, the items crafted with this become more brittle, which means that a blade would only be useful once before requiring a new one. Truly, the Null Arcana was designed for ranged purposes. In addition, the mage’s bane is highly reactive, which means it must be contained in some sort of container to keep it from losing its properties and or combusting within the narrative hour. - Null Arcana, once treated onto a weapon such as steel, weakens it to the point where it can only last one blow against hard objects like weapons, plate armour, and mail until they are bent out of shape and/or dented severely and need to be repaired. Lunarite may sustain two blows. - It cannot be treated onto Thanhium as the Mana will conflict with one another. - The concoction does not grant pain to a recipient, it only prohibits them from casting or using their abilities. This said, the treated weapon would hurt as any other. - Upon striking a magical construct, they’d be unable to operate for [2] emotes, acting as a stun. This does not refresh at all, and has a cooldown of [1] emote meaning one cannot 'stunlock' a magical construct. For Golems, however, Null Arcana is only able to deactivate external sigils rather than the whole entity. The 'magical' construct that it's able to affect are such; Golems, Atronachs, Sorvians, Eidolas, Flesh Golems, Palelords and Wights. - A magical construct can only be stunned [2] times per combat encounter. - Should one be stunned, the aforementioned inability to cast or use abilities [2] emotes won't be subject to them. - Magic creatures, the supernatural even, also fall prey to the weapons, able to strike them even if they were incorporeal such as wights, wraiths, and ghosts. - This requires an ST signature and is considered rare knowledge. - One cannot activate enchantments or cast spells if they are carrying a Null Arcana treated item. The spell will be unable to be conjured as the individual cannot properly make a connection to their mana. - One cannot splash the oil of Null Arcana to reap its effects, you have to treat and make a tool, or weapon, out of it. - One cannot use this to meta-test Mages or Creatures, one needs to be suspicious of an individual with valid RP if they wish to test someone with it. However, should a disguise be hingent upon an enchanted item, striking the item would indeed disable the enchantment. Chart: The item will be used to soak up the regents. Depending on the item, it will require more. Use this chart for reference: Tiny: such things as (8) bolts, (8) arrowheads, spikes, or flechettes. | (1 Bottle) Small: such things as daggers, Short-swords, or spearheads. | (2 Bottles) Medium: such things as polearm heads, arming swords, longswords, etc. | (3 Bottles) Large: Lances, greatswords, etc. These require eight doses of liquid mana. | (4 Bottles) Recipe: Group 1: Base: Liquid Manax1 Earth: Impedimentx2 Earth: Connectionx3 Air: Reductionx2 Group 2: Base: Liquid Manax1 Water: Orderx2 Fire: Balancex1 Creation: Creating Null Arcana in the basic, and normal method of alchemical extraction and mixing leads to it having a chance of combusting and exploding (¼ roll), therefore careful measures have to be used in the creation of Null Arcana. This is done in two groups, listed above. The first group is mixed until it resembles a transparent liquid, and the other more-so takes on the color of a reddish-liquid. Nonetheless, afterward they must be mixed with one another. It is imperative for one to carefully do so, as there is a possibility for the liquid to lash out and sizzle chaotically. It is then held in an air-tight container to prevent its properties from sizzling out, if left open for [3] emotes or [3] minutes in narrative time then it'd lose its properties and become inert. To treat it, there are two methods. One where Null Arcana is poured into a tray alongside an item, and it slowly begins to take in its properties. This takes [1] OOC day (One day IRP) to do. The other method is where the item is heated up, then quenched in the mixture to apply an on-prompt coating of it. However, as this is a rather dangerous and fast motion, there is a possibility for the liquid to lash out and sizzle chaotically (¼ roll), and should it touch skin, the user will be burnt by it and unable to cast magic for [2] OOC hours. Nature’s Barrier (Beastiel Brews) Spoiler Recipe Base: Ocean Water 2x Rigidity 2x Strength 1x Endurance Process The ocean water base should be kept at room temperature. Mix thoroughly before, one by one, adding Rigidity and Strength symbols. Now, rapidly cool the liquid over ice and add endurance symbols, mixing all the while. It will thicken into a paste and adopt a dull grey hue. Effects Nature’s Barrier is a dull grey paste which, when applied to the skin, causes it to adopt the consistency and texture of sandpaper. One measure of Nature’s Barrier produces enough paste to cover about half of one’s torso, or the entirety of both of their arms. This sandpaper-like skin can be used for a variety of purposes: Torturing people by slowly shaving their skin away, sanding down a piece of woodstock, or polishing a new leather hilt for your blade are all fine examples of the paste’s capabilities! It is as easily-pierced as ordinary skin and offers absolutely no extra protection, and it lasts for 2 IRL hours after being applied. One must be wary, however, for over-using this potion will inevitably cause their skin to grow saggy and prone to infection, given that it is constantly traversing between a sandpaper-like and ordinary state. They must also bear in mind that, despite the added friction being slightly conducive to the act of climbing when under Nature's Barrier, it by no means makes one capable of accessing areas otherwise inaccessible; it will serve to do nothing but minimize pain when scaling rough structures. While a more niche application, Nature's Brew can be applied to other living tissue to bestow upon it this sandpaper-resembling consistency. For example, it can be applied to the leaves of plants, or the skin of animals (which is often useless since they are typically coated with fur of some sort). All of the aforementioned rules apply regardless of that which the paste is used upon. Redlines: - Lasts 2 hours after application - Enough paste in 1 measure to cover the entirety of both of someone’s arms - Offers absolutely no additional protection and is as easily pierced and damaged as ordinary skin - Upon the 3rd use of this potion, one will find their skin growing strangely saggy and gross in appearance, as if there is some strange liquid festering beneath the surface of their skin. This soft skin tissue will slowly become numb and dysfunctional, adopting a grotesque appearance. - Can not be used to perform incredible feats pertaining to climbing. It can not be used to access areas otherwise inaccessible through minecraft mechanics, and will merely serve to minimize pain when climbing rough structures. - This potion can be represented with a player-signed item after adequate creation-roleplay is done. - Can only be used upon living plant, animal, or descendant tissue. EPISTLE SMOG (Lector 2) Spoiler BACKGROUND Concocted as a means to aid the Lectorate in crowd control during the infamous Culling of Mort’on, this Explorator brewed vapor seeks to corral wily civilians and potential hostiles. Having been employed to great success by the Owyn’s March Cohort, this recipe found its way to the Third Mission of Almaris by virtue of the Grand Explorator. Its name derives from the Scroll of Spirit’s “Epistles” whereby Owyn admonished the members of Harren’s court and forced them to repent. RECIPE BASE: Onion Juice Air | Chaos x2 Mundane | Death x2 Mundane | Poison x2 Mundane | Rage x3 EFFECTS When shattered and exposed to air, this yellow-hued gaseous concoction would expand rapidly and encompass a 3x3x3 area before expanding to a 5x5x5 area the following emote. Lasting a total of [3] emotes, those within the affected area will find themselves beginning to cough wildly whilst having their vision obscured by tears. This causes aim and focus to deteriorate significantly, leaving those within vulnerable to attacks should they not vacate the affected area. This would disrupt the charging of spells [enchants excluded], the aiming of munitions and effective swordplay. This vapor can be dispersed via air displacement or alchemical filters. It is noted that this gas will cease to obstruct the breathing and eyesight of afflicted individuals should they leave its area of effect. REDLINES Epistle Smog is not fatal under any circumstance. Epistle Smog will disrupt the charging of spells [excluding enchants], the accurate aiming of projectiles and the skill of swordsmen. In essence, one cannot “power through” the sensation to cough and tear up unless they move out of the way or have adequate counters. Unobstructed breathing and eyesight will immediately return to those who leave the area of effect. Alchemical filters, goggles, face masks, and other biological counters [ex. Tawkin Mutations/Siliti] can provide adequate protection from the gas. Epistle Smog can be diffused by means of air displacement [air evocation, etc.] or alchemical air purifiers. This potion is considered “Rare” knowledge and must be learned through roleplay. Requires an ST Signature. St. Tobias’ Boone (St. Tobias’ Boone) Spoiler Brief Description: A mimicry of the most sought after feat within alchemical folklore, the transmutation of aurum. The potion is of a similar viscosity to crude oil, yet bearing a slightly translucent golden hue. Acrid fumes evaporate from the surface of the liquid when unsealed, emitting a terrible odor. Recipe: 1 Ingot of Molten Aurum (Base) Water - Any x6 Mundane - Heat x3 Earth - Connection x4 Mundane - Purity x2 Process: A measure of one ingot of aurum must be melted within a crucible to a sufficient heat such that it is fully and thoroughly liquid. Carefully yet swiftly, the procured Water signs must be added in order for the metal to maintain its liquid state. Only then may the solution be taken from the heat and cooled. The Connection and Heat signs should then be added and thoroughly incorporated. Lastly, the alchemist is to distill the brew, adding the required Purity symbols to the resulting pale oil. Usage: When a metal is heated to high temperatures, typically at the end of forging, it can be quenched within a measure of the oil in order to apply an extremely durable yet entirely aesthetic golden hue of perfect luster, becoming visible once the metal has cooled. Should the metal not be heated prior to application, the smith would find their coating to be entirely surface-level, flaking and chipping when coming under kinetic or thermal stress. Redlines: Hide contents - The application of the oil is purely aesthetic, not carrying the somewhat magical or otherwise properties of aurum whatsoever. - Rare metals such as Boomsteel and Thanhium that have had the oil applied obtain a golden luster while retaining physical tells to their composition. Application of the oil cannot obscure the identity of the metal. - The process of applying the oil can be applied to existing items via re-heating and applying. - One must have an accepted Alchemy Feat Application in order to create the oil, but such is not required for its employment upon a metal. - The recipe and process are considered rare, and must be learned in roleplay from one who has already been taught. - Tier Three. - Does not require ST signature. Stags Stamina (Adunic) Spoiler Base: Aqua Vitae Growth x3 Vigor x3 Deer Heart x1 Kings Ivy x2 Effects Upon consumption of this drink, the user would find themselves beginning to feel energized and refreshed, as though their body and self was pumped full of Stamina. In actuality the user is filed with false stamina Upon drinking a drought of it, the user would find themselves beginning to gain more energy and less fatigued, becoming energetic. For the next Narrative hour, they would be pumped full of false stamina, their supply seemingly filled. For healthier individuals, this is great, however for the more fragile and magically attuned, the effects of this potion would be lessened by half, due to not only the individuals capacity being smaller, but their muscles being more susceptible to tiring out. In terms of combat, it will take 2 emotes to set in [1 for consumption, and 1 for the effects to settle in]. While the effects will last for a total of 10 emotes. The Use of this potion is most common for long traveling, as it allowed the adunian people to traverse long distances. In fact, it was extremely common to give their horses this supplement, as it allowed them to travel vast distances. That said after the effects wore off, they would find themselves drained and lethargic for several hours afterwards. Requiring a normal healthy individual 30 narrative minutes to recover, and a magically weakened one 40 minutes. Creation Method The first thing the user must do is ground the king's ivy into a paste, and cover the deer's heart, allowing the natural stimulating effects of the plant to marinate into the heart. After one narrative day of letting it marinate in this, the heart will be primed and you will be ready to properly create the potion. Upon the heart being ready to be used in the potion, the crafter must begin to carve the hardened crust off of the heart. When they have completely done that, they may then chop and grind the deer heart crust into a paste. Afterwards the user must mix the Vigor x3 into it, then they must do the Growth x3. Afterwards they can finally mix the powdered mixture with the aqua vitae, shaking it briefly and allowing the dark brown and red mixture to fully sit. Redlines -T3 Potion -Requires an St Signature -This potion is counted as “Rare”, meaning you must learn from someone or find the proper recipes in order to learn -Magic Users that lose muscle mass, and tire faster from physically fighting, will only be able to last for half as long. -If the user had used it during a fight, they will afterwards find themselves completely drained of Stamina for the next 6 emotes, as their body is recovering from overproducing -This in no way boosts one’s strength or physical speed, neither does it increase actual agility or reaction speed. This merely boosts a person's Stamina, making them less tired and able to fight or travel longer. -One cannot constantly drink this brew to fill up on Stamina, healthy and physically adept individuals would be able to partake in three of these brews every ooc day, while a magically weakened and degraded individual would only be able to partake in two of the brew per ooc day. Drinking more then the alloted amount, will provide no beneficial or detrimental effects. ST. FELDER’S VITALITY (Lector 1) Spoiler BACKGROUND The result of experimentation by the Lectorate, Saint Felder’s Vitality was intended to provide a counter against nefarious fear magicks and general cowardice. Lector Alchemists believed that such a counter would be a form of liquid courage which possessed an inebriating effect that would allow the consumer to power through fear. However, upon development, it became evident that the tincture possessed unexpected side effects. RECIPE BASE: Blood Lotus Broth Mundane | Rage x3 Mundane | Strength x3 Mundane | Courage x2 Mundane | Endurance x2 EFFECTS When consumed, the user will become highly hostile while exhibiting a shift in their skin tone to a bright red hue. The consumer will discover their fear subsiding and succumbing to wroth as they invariably begin to express their hatred for their paranoias for the duration of one narrative hour or [10] emotes. As a result, Saint Felder’s Vitality, though temporarily nulling fear, causes its consumer to become highly irritable, prone to outbursts and will deprive them of the ability to act with common sense or strategic thinking. The consumption of more than one Saint Felder's Vitality per encounter will strain the heart and result in cardiac arrest. REDLINES Natural cowardice, fear magicks and sensible caution are made null when consumed. The consumer’s flesh will shift to a bright red hue for the duration of 1 narrative hour. Those with darker complexions may simply appear as if they have a fever. The impulsivity and anger caused by the potion would cause the consumer to act first and think later; one would be unable to think strategically, act with common sense or possess an adequate sense of danger. Outbursts include vocal disrespect, physical lashings out, and anger-fueled ramblings. Cardiac Arrest cannot be induced via forced consumption; it is the result of constant strain over time rather than an increased heart rate. Heart Calmer cannot negate this effect. DOES NOT provide berserker strength or enhanced physicality. Requires ST signature. HOUND’S HOWL (Lector 1) Spoiler BACKGROUND Inspired by the numerous encounters with a particular spectral foe and their trusted amulet, Lector Alchemists sought to replicate the effects of an accursed hex without the use of devilry. RECIPE Base: Aqua Vitae Air | Sound x3 Mundane | Fear x2 Mundane | Chaos x2 Mundane | Curtailment x2 EFFECTS When released, this black-hued and gaseous substance would disperse in a 3x3x3 area and emit an ear-piercing howl which would last for [1] emote. This high-pitched noise would effectively disorient those within its radius for who lack ear protection for the duration of one emote and will disrupt focus based connection to charge spells. The noise can be mitigated via the use of ear plugs or by simply covering one’s ears. REDLINES The thrower, if within the 3x3x3 radius, is affected by the noise as well. The gaseous substance, and noise, can be dispersed via adequate mundane or magical air displacement. Disorientation implies a fight-or-flight response, a physical stun OR a natural predisposition to covering one’s ears. Ultimately up to the player being affected. Disrupting the charging of spells is inapplicable to enchantments. The noise can be mitigated by protecting one’s ears; one can cover their ears prior to the gas being released. Requires ST signature. Arkenlyte (Brews beneath the mountain) Spoiler Base: Liquid Mana 3x Aether (Any) 2x Endurance 2x Rigidity 3x Connection 3x Purity 1-2x Light Seeking to harness the light of the night sky after the discovery of Moonsteel, the ancient Dwarves soon devised a way to accomplish such a feat, dubbing the resulting substance ‘Arkenlyte,’ or alternatively ‘Starglass.’ Able to be shaped and molded like clay prior to the addition of ‘Rigidity’ and ‘Light,’ this concoction allows the creation of crystalline structures such as hewn stones, lantern lenses, etc. that would glow with the brightness of either a redstone torch (1x Light) or a normal lantern (2x Light,) looking akin to the light of a star plucked from the night sky - a beautiful sight that inspires wonder and intrigue in even the most casual of viewers - intended primarily as a false gemstone for use in jewelry or to adorn crowns and weapons. This light will never fade or die out, making it useful in dark caverns or journeys that require a consistent source of light. This recipe is for enough of the substance to craft a formation of Arkenlyte that would fit comfortably in the palm of an average man's hand - this constituting a full measure per the reagents listed, being enough to form a single lantern lens, large stone, etc. Curiously, if one were to shatter a stone of Arkenlight (requiring only the force needed to break or otherwise crush chalk), a bright flash of faux-starlight would resound harmlessly in a 2 block radius, not able to blind or otherwise hinder an individual, merely creating a dazzling display of twinkling 'stars' and 'stardust' which would fade after two emotes - leaving one with an inert hunk of alchemical rock thereafter. - Would only glow with the brightness of either a torch or redstone torch, depending on the amount of Light symbols used in its creation. This light will never fade nor die out unless the faux-gemstone is shattered. - May be freely shaped into various shapes and forms, such as the lens of a lantern, or a hewn gemstone, prior to the addition of Rigidity and Light to the concoction. - Possesses the durability of chalk, and may be crushed or shattered as if it were such. - Cannot blind an individual. - Does not require ST signature. - Tier 3 The Muritor Elixir (Muritor Elixir) Spoiler Recipe: Saltwater (Base) Aether - Purity x3 Aether - Clarity x4 Blood (of the Corcitură’s descendant race) x1 count Effects: When administered in full to a Corcitură who has lost ¼ of their blood, the elixir has a chance to purge the curses of Eireamhan’s bloodline from their host. This process, if successful, would be cripplingly painful to the Corcitură, forcing their fangs and claws to manifest. Over the course of six narrative hours (or one IRL hour, whichever comes last), the Corcitură would be kept in a state of delirium, unable to retract their elongated nails and canines for the duration whilst devolving into a desperate rage, unable to recognise friend from foe and more desperately seeking to consume mortal blood than ever before either by force, begging or blackmailing and being rendered incapable of abstaining from any fresh blood spilt before them. Should this thirst be quenched before the transformation is complete, the potion’s effects will be nullified by the imbibing of mortal blood, the Corcitură’s curse will prevail, requiring another attempt at curing. If, however, the Corcitură can be kept from feeding for the complete duration, they would eventually collapse, their claws and fangs finally retracting as they are relieved of their curse. Redlines: -The Muritor Elixir has no effects on non-Corcitură, as well as Corcitură who have not been sufficiently bled before administration of the potion. -Corcitură who have received the Muritor Elixir and not been cured will develop a temporary tolerance, rendering the potion completely ineffective when in succession within one IRL week. -The act of administering the Muritor Elixir does not require OOC consent, however the Corcitură’s OOC consent is still required for the curse to be lifted even if they have been deprived of blood for the duration of their alchemically induced rage. -Blood utilised in the potion’s creation must be from the Corcitură the potion is intended for’s initial race, and donors of this blood cannot be themselves cursed as Corcitură. -This potion is ‘rare’ and must be taught through sufficient roleplay. -Requires ST signage. -T3 Essence of Freefall (Confectionary) Spoiler Base: Aqua Vitae or Liquid Mana Recipe: 1x Alchemist Sugar 3x Aether | Balance 2x Separation Creation: Mix Alchemist Sugar with another type of base, mix that final result with the symbols, whatever the result is must then be put in a container, and then tossed into the air and caught for 3 to 5 narrative minutes, alternatively alter position can be used to make it weightless for a 2 to 3 to simulate this effect. Once the mixture has been correctly mixed through, it’ll be filled with multicoloured bubbles floating about it. Effects: Consuming the Essence of Freefall, outside of any combat situation, would allow oneself to become untethered to the ground and buoyant to gravity around them. Floating only at most a foot off the surface with no tug and pull to force them down, one may move as if freefalling, however if in movement the consumer would slowly fall to the ground having a 'slowfalling' effect. Should one feel threatened, panicked or enter combat in any form the effect ends and sends the consumer to be stunned briefly while suffering the effects of extreme vertigo and nausea. The effect lasts for four emotes, or ten narrative minutes. Represented by ethereal multi-coloured bubbles bursting around the consumer's body, with each passing narrative minute / emote, fewer bubbles are seen. If more is taken before the effect ends it resets the duration but doubles the negatives when it eventually runs out. Redlines: Requires ST signature. Rare - T3. If you move while induced under the effects, instead of floating. One slowfalls to the ground. Can not be used to bypass mechanical limitations, except in cases of 'slowfalling'. As soon as combat starts or when the potion effects end, one would fall to the ground. The person will suffer the negative effects of extreme vertigo and nausea. If someone was given the concoction unknowingly they would not need to roleplay vertigo induced by coming off the substance, but it is encouraged for anyone who willingly took it to roleplay such an effect. Should one step off of a long drop such as a cliff the potion would slowfail, if the user is threatened by such a height the effect ends. Able to create multiple signed items within the batch. Nymph Dust (Sylvian) Spoiler Recipe Base: N/A Aether: Balance x5 Air: Reduction x2 Air: Swiftness x1 Mundane: Agility x2 Optional: Mundane: Endurance x4 Mechanics A glittering gold powder which can be contained within a packet, jar, or any handheld container. When scattered upon an object made of natural material, that object will find its weight reduced drastically for 1 narrative day or [10] emotes. The object will give off a faint, glittery trail of its movements for the duration of this effect. If additional endurance signs are added to the potion, it may be infused into a small piece of jewelry or clothing permanently. Infused clothing will seem to ripple and blow readily, as if by wind. Jewelry, on the other hand, will cause the wearer's hair to move as if grazed by winds or without care of gravity. Redlines Only works on items made of dead organic materials, such as wood, leather, bone, ect. Objects with strength and weight less than ferrum are reduced to a fifth of their weight for the duration. Objects with strength and weight equal to or greater than ferrum are instead reduced to half their weight for the duration. The weight of the object returns gradually at the final emote, granting any who might be in danger of being suddenly crushed enough react. The cosmetic windy effect on hair or clothing is purely cosmetic, unable to assist in combat in any way. The potion, and items created with it, are player signed. Dryad's Skin (Sylvian) Spoiler Recipe Base: Fae Ichor Aether: Poison x1 Mundane: Instability x1 Earth: Impediment x3 Earth: Weakness x1 Mundane: Reduction x4 Creation Fae Ichor must be made to boil in a glass or bone container for the duration of alchemic creation. Reduction signs must be thoroughly mixed with a small amount of tree sap before being added to the boiling ichor. Impediment and weakness signs must be mixed together with a solution of brook water and crushed plant seeds, before being strained into the container. The poison and instability signs must be mixed together and then immediately funneled into the container. The alchemist must roll a 1d20. On less than a 5, the potion will erupt out, afflicting the alchemist and all within three meters of them with intense nausea and fever for 1 ooc hour. If successful, the alchemist must carefully transfer the liquid to a new container, which has grown inordinately brittle by the end of the process. Mechanics A mixture which exists as a deep green which faintly glimmers in patches, giving a painful smell if exposed to the air. When thrown, the concoction will burst out into a deep green fog which seeps into the flesh of living things within two meters of its epicenter. The affected flesh will give off faint sickly green vapors after [2] onset emotes, for [4] emotes or thirty narrative minutes where it is affected, the natural armor of which becomes much more vulnerable, to as low as the skin of an ordinary descendant. Redlines Only effects the natural armor of living things. Azdrazi, tree lords, inferni, ect would be affected, though any form of undead or construct would be immune. The fog cannot seep through armored sections of the body covered in plate or thick gambeson. Even if the potion has no effect, it will still give off a sickly green vapor where the effect spreads. Descendant sized individuals at the very edge of the blast as it explodes will only have the section of their body facing the blast effected. Otherwise, their entire body will be affected. ET creatures, or creatures of a similar size and scale to Ologs, will only have one section of their body affected, even if hit directly. This is up to player or ET discretion. On players, natural armors greater than normal descendant skin is reduced to the strength of descendant skin, effectively nullifying them. Tree Lords are effected this way, though their Soul Trees are not. On ET creatures, the effect varies up to ET discretion. Generally, ferrum strength hides/scales/etc will be reduced to something like a hard leather or descendant skin. The tree sap and plant seeds used in the creation of the potion have no effect, regardless of the effects that they might otherwise have. If ingested in its entirety, the potion’s effects will spread to the entire body for the duration. Has no effect on armors made of dead natural armor. The sickness caused by a failed potion creation cannot kill, and it cannot cause any lasting damage. Requires ST signage Siegsmund’s Candles (Infernal) Spoiler Recipe: -Lard (base) -Rigidity x2 -Death x3 -Connection x2 -Light x2 -Dash of Descendant Ashes x1 (The ashes of any cremated descendant will suffice: be it a leper’s amputated leg or a witch burned at the stake. A ‘dash’ of ashes equates that remaining from a burnt limb or head, with the torso offering two measures if cremated properly. an urn containing the ashes of an entire person would therefore permit 7 dashes appropriate for 7 Siegmund’s Candles) Creation (Optional, only if it requires a specific process) -All symbols must be ground into separate powders using aurum tools or a polished marble mortar and pestle. These tools are not necessary for the harvesting or storage of regents beforehand, however. -The lard base must be added to an aurum or marble bowl, equating one candle’s worth. -The two light symbols ought to be mixed into the base, causing it to take on a pinkish-red colour. -All steps henceforth must be carried out away from sunlight. Direct exposure to sunlight will cause the mixture in any of the following states to quickly burn up, strangely leaving no mark or damage on surfaces (or individuals) the flame touches. -The first death symbol should be mixed in, then until the earlier colour is replaced with a dull grey. -The first symbol of rigidity , and the first symbol of connection, should be added at the same time - within three second of each other, to be precise - and stirred together (pre-stirring these symbols to add as one will not work) until the concoction turns a brilliant white. -The second symbol of death, followed by a dash of descendant ashes, and third symbol of death should be added then mixed in rapid succession, with no more than ten seconds between each addition. This, if done correctly, will turn the mixture into a soggy vantablack mush. If done incorrectly, the mixture will instantly harden become a useless grey block and be put to waste. -Finally the second symbol of rigidity must be added, reverting the mixture back to its earlier grey colour. -At this point, the mixture must be kept in relative darkness until the later hours of the night, where it must be positioned before dawn so that it might be hit by light from the rising sun. Should this be done properly, the mixture will dry and harden into a malleable wax fit for a candlewick if a base of lard is used, or dry and powder into an incense if a base of distilled water is used. Effects: Whilst the wax candle is being physically handled, beings made from (or containing, as Mystics do) ectoplasm will forcefully gleam, causing their ghostly forms to shine and be unveiled, instantly ceasing once touch has been broken. The main use for the incense or wax, however, comes from ignition. When burnt, vapours provoke sources of nearby ectoplasm and cause it to gleam. Mystics and phantoms will feel inclined to avoid it as if physically repelled, a gentle force tugging at their minds with the suggestion to get as far from the burning candle as possible. This can be ignored should any of these creatures be inclined to remain near, though would eventually force them to gleam brightly and create a visible aura over objects and people they are possessing or hiding within, though they will not be otherwise weakened. The effect upon ectoplasm across the phantom spectrum - from menhirs to polygeists within hexed objects - are for the most part the same: causing it to ripple and feel repelled before going to gleam and shine regardless of its host’s will. This interestingly affects Mystic’s ‘Deadbreath’ spell, which is flimsy and ill maintained by contrast to solid bodies of ectoplasm, causing it to be unfurled and dispelled in a lit candle’s range or cut through by Siegsmund’s Candle wax like butter.. Siegmund’s Candles will slowly burn across a concentrated area (5 blocks in every direction from the candle) for thirty narrative minutes, before another would need to be lit. Ectoplasm caught in its vapour will then be subject to the above mentioned effects, causing ectoplasm to gleam if kept within range for 2 emotes after ignition (or thirty narrative seconds); the effects if applied on a spectre past this point will linger for two narrative minutes following the ectoplasm’s departure from the Candle’s range, preventing phantoms from using their ‘fading’ ability in this timespan and resetting should the ectoplasm return within said range before the two narrative minutes are up. Redlines: -Requires an ST signed item. -The vapour exhumed from Siegmund's Candles is transparent, rendering them useless for the purpose of smoke screens/ smoke bombs. -The effects of Siegmund's Incense and Siegmund’s Candles upon ectoplasm are restricted solely to immediate discomfort before gleaming exposure with ectoplasm after two emotes following the candle’s ignition(or thirty narrative seconds). Ectoplasm will not be inherently damaged or disrupted, merely made to shine. -Whilst physical contact between the wax and ectoplasm will cause it to gleam instantaneously, being inside the candle’s lit candle’s range within the first 30 narrative seconds (or two emotes) after ignition, will give phantoms and mystics an inherent feeling of unease; it is the job of whoever is RPing the Candle or Incense to ensure spectre and mystic players are informed. -Ectoplasm forced to gleam will always continue to do so for two narrative minutes, or longer if kept in contact with the wax or in a lit candle’s range. -Unfinished mixtures will burn up in sunlight, and produce heat as regular flame, but strangely not cause damage to people or objects, making it nigh impossible to weaponize and only practical as a deterrent or party trick. -Eating or trying to directly smoke Siegmund’s Candles will offer no benefits, nutritional or otherwise. -The vapour candles will take two emotes or thirty narrative seconds after being lit to fill their range, spreading five blocks out in every direction. -Tier three. Wonksrot (Infernal) Spoiler Recipe: Blood x¼ of a descendant’s (base) Tongue of Wonk Poison x2 Fear x2 Growth x1 Effects: Wonksrot is a black, damp smelling liquid easily masked by mixture with dark rum. When consumed in full, individuals will see themselves warped and mutated.. The immediate consequences of Wonksrot are incessant itching and discomfort, followed soon after by nausea. After a narrative hour (or earlier if the victim chooses), vomiting will be induced and veins will rise to the skin with vibrant green shades. Eventually this coloration spreads, mutating the skin to become slick and amphibious - becoming sensitive to heat and contact with dry fabrics and secreting sticky mucus - whilst taking on intense green, brown, grey or yellow hues. After another narrative hour warts, pimples and boils will soon follow suit and hair will become easily matted into dreads, requiring excessive daily maintenance to prevent if not outright shaved off. Three narrative hours will induce the final stages, where Wonksrot will cause thin strands of skin to grow between the victim’s fingers and toes, making them webbed and unsightly whilst their nails become black and clawlike and their noses become bumpy and elongated. If left untreated, victims will become stuck with this haggard appearance and become immensely uncomfortable in hot and dry or frigid environments, causing skin to rash and peel in most locations without high humidity and warmth such as caves and swamps. The only known cure for Wonksrot come in two forms: The first, if before the third narrative hour of the poison’s transformation, is to suck Wonksrot free from the person using no less than five leeches, dangerously bleeding them of one third their circulation. The second, for those past the final stages, will require similar bloodletting with leeches coupled with copious consumption of three Liquid Purifiers, whilst webbing between digits will need to be manually cut from the victim. Redlines: -Requires an ST signed item. -Wonksrot must be drunk in full for its effects to take hold. -Wonksrot cannot be cured by any means other than outlined. -Besides skin level irritation, Wonksrot has no effect on the overall health or ability of the victim. -Tier three. if i have missed something remotely important please scream at me in the comments or in my DMs air#1521 also thank u @rukio for making the initial lists i used that is all 37 Link to post Share on other sites More sharing options...
Tabby64 1295 Share Posted December 8, 2022 You made this very fast. 3 Link to post Share on other sites More sharing options...
rukio 8910 Share Posted December 8, 2022 A very useful list and information! I like the color-coding, well done :D 3 Link to post Share on other sites More sharing options...
Tigergiri 2867 Share Posted December 8, 2022 i love this and you people 3 Link to post Share on other sites More sharing options...
tcs_tonsils_ 2829 Share Posted December 8, 2022 Cool, but one of the skills of alchemy is having to shift through all the alchemy XD Link to post Share on other sites More sharing options...
Hyperdron 290 Share Posted December 8, 2022 Repping @ClassyBells lore 2 Link to post Share on other sites More sharing options...
BonesOfTheEarth 1599 Share Posted December 9, 2022 @Air This is a beautiful list I love it. But I am someone who has never touched alchemy before - I'm aware FA's exist for alchemy, but do you need an FA for any and all potions you've listed, or specific lore pieces? I truly know nothing on the topic :c 1 Link to post Share on other sites More sharing options...
rukio 8910 Share Posted December 9, 2022 7 minutes ago, BonesOfTheEarth said: @Air This is a beautiful list I love it. But I am someone who has never touched alchemy before - I'm aware FA's exist for alchemy, but do you need an FA for any and all potions you've listed, or specific lore pieces? I truly know nothing on the topic :c You need an accepted alchemy FA for the potions listed- I believe the only ones left out are the ones that require a further FA, such as Animii and Tawkins. In theory the list should only include alchemy potions that don't require a further FA but be sure to double check the lore if you're not 100% about it. 1 Link to post Share on other sites More sharing options...
rdowdy 236 Share Posted December 9, 2022 Very sexy... but also no link to Animatii? I guess it's kinda weird it it's placement and the rewrite that came up! Thanks <3 1 Link to post Share on other sites More sharing options...
Air 649 Author Share Posted December 9, 2022 39 minutes ago, rdowdy said: ery sexy... but also no link to Animatii? yea i just realized that i was missing a few things. i didnt see them in the alch sub forum but i just found them on the accept stuff 2 document in story discord my bad for not seeing it before! and if the rewrite gets approved ill replace the link. 2 Link to post Share on other sites More sharing options...
rukio 8910 Share Posted December 9, 2022 1 hour ago, Air said: yea i just realized that i was missing a few things. i didnt see them in the alch sub forum but i just found them on the accept stuff 2 document in story discord my bad for not seeing it before! and if the rewrite gets approved ill replace the link. I'd say probably make it a new list, since you need a separate app. Or that was my thought process yesterday at least. Link to post Share on other sites More sharing options...
Air 649 Author Share Posted December 9, 2022 44 minutes ago, rukio said: I'd say probably make it a new list, since you need a separate app. Or that was my thought process yesterday at least. good idea, ill do that now actually 1 Link to post Share on other sites More sharing options...
saint swag 2457 Share Posted December 9, 2022 you can remove affliction it's shelved 2 Link to post Share on other sites More sharing options...
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