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| | Fundaments of Alchemy with Annexed Potionary | |
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kamaitama

Posts : 381 Join date : 2009-03-12 Age : 27 Location : Venezuela
Character sheet Name: Naria Ordal Age: 23 Race: Human
 | Subject: Fundaments of Alchemy with Annexed Potionary Wed Oct 07, 2009 5:12 pm | |
| The Great Tome of Alchemy What is alchemy? Alchemy is the science of life, the science of truth and the science of mystery. Alchemy could be referred to as a branch of magic, although alchemists do not require magical training or skill to be able to perform alchemy. The philosophy of alchemy is to seek knowledge, immortality, and infinite power, achieved none other than by rigorous study, practice and research. Alchemy seeks to understand nature and it's mysteries, but most importantly to be able to harness it to one's potential. Alchemy seeks to break the boundaries of the mundane and the common in order for the new to take place. The Laws of Alchemy. Alchemy, even though it seeks to go beyond the limits of human knowledge, it cannot go beyond the limits of our physical universe. Alchemy has the following fundamental laws, that are of absolute compliance by the natural world, and that rule the universe, everything on it move, live, die, change, and otherwise exist according to these rules. 1) To every action there is an equal and opposite reaction
Everything that is and has been ever done has had a cause and effect. When one walks, one does not push itself to go forward, one pushes the ground for the ground to retaliate. In reality, pushing an object causes the object to push back with the exact same strength that it was afflicted. No action, regardless of how miscellaneous and trivial, has no reaction.
2) Nothing is lost, everything is transformed.
Matter is never lost. Matter can not ever be destroyed, it simply transforms into another type of matter. When paper burns, it only transforms into ashes, it does not disappear. When heat is used to combine two metals, both are turned into a single, different type of matter.
According to this rule, too, nothing can be created out of thin air. An alchemist must have a source in order to create something new. A source of equal value to the creation.
3) Effects are unavoidable
One cannot prevent a kick from bending a sheet of metal. It is only possible to attempt to make the sheet straight again by applying the same force, or by melting and forging the sheet straight again. The effects caused by any sort of action are unavoidable, it is only possible to attempt to diminish them, they can never be nullified.
4) Perfection is unattainable.
Irregardless of how carefully constructed a system is, it is not possible for it to work flawlessly indefinitely. Although it is possible to go near perfection by dedication and hard work, it will never be possible to create something absolutely flawless, for it is bound to fail at some point Fundamental Concepts. Magic: The concept of magic to alchemy differs from it's standard notion. In alchemy, magic is the amount of energy required to transform matter into another. Latent power/magic: The capability of an object to use it's energy as magic Potion: A combination of substances that possesses latent magic. Reaction: Anything that produces a magical outcome. They usually happen between poorly magical objects and highly magical objects. Element: One of the many possible manifestations of magic. The combination of elements are what produces everything in nature. While several elements are known to mankind, there are still many, possibly thousands of elements still to be discovered. Liquid water for example, is formed with air and water elements. Elements have three major types. Metals, non metals, and semi metals. All things that exist can be classified under Van Hausen's Law:[/b Large bodies of magic are prone to move to smaller ones. Magic always heads from major to minor magic density ( Amount of magic in a volume ). This should mean that a point of magical equilibrium, where two bodies of magic are of the exact same magical density will at some time be reached.
[b]Chang's Fundamental Law: As new matter is created, magic is constantly moving, thus equilibrium is impossible under all circumstances. All things are prone to lose and to gain energy. Vittellio's Theory: The amount of magic in the universe is constant, however it shifts constantly. Magic can never be destroyed, only transformed. Theory of Age: The amount of magic stored within a single object will increase as long as it remains static. This is the origin of powerful, ancient objects, magical swords and the like. Alchemy in Life Alchemy exists in all things in life. It is due to alchemy that we move, it is due to alchemy that we breathe, it is due to magic that things exist. Magic exists in everything, one way or the other, and even though it isn't directly apparent, magic is the origin of almost everything in the world. But however, in a much smaller scale, you may be asking, how does magic affect me? Well, it does in many ways that you don't even imagine. Magic is the reason of many biological processes, from things as fundamental as hunger and eating, to those as extense as aging, and child birth. In this chapter we will attempt to explain how is magic involved, and it's importance and use on everyday life. Wrinkles: One of the simplest examples of the effects of magical loss in the body. Wrinkles are simply creases on the skin, caused by fluctuation of magical energy from the skin to the outside. This happens naturally due to aging ( The skin is a notoriously bad magic conductor, it loses it's magic quite easily ), and due to Van Hausen's Law, this lost magic is transferred to your surroundings. However, this is a quite lengthy process. This is why we're going to use for an example a faster way to obtain wrinkles, by being submerged in water. The reason why one's skin, specially around the fingers which are the body's most important magic excreter. This is simply the sublimation of your body's energy in the water that surrounds you. Water possesses almost no magical qualities, while your body has a quite large amount of magic. Van Hausen's law applies here, your magic is transferred to the water, taking it off your skin, skin loses it's magical volume, is reduced in size, and thus, wrinkles happen. When you're young, this wrinkles vanish easily as your body takes magic from your surrounding quickly, again due to Van Hausen's law. Alcoholic Beverages: Both the production and the consumption of alcoholic beverages present a magical reaction. The reason why certain foodstuffs are able to be made into alcohol if left to age is due to their material being an excellent magic conductor, and due to the theory of age. The more they age, the more magical energy they adquire. Afterwards, when someone drinks an alcoholic beverage, the burning sensation one feels going down one's throat is simply the magical energy of this drink being transformed into heat by the body.
Last edited by kamaitama on Wed Jan 06, 2010 10:33 am; edited 2 times in total |
|  | | Xeloras Arrogant Prick of an Admin

Posts : 337 Join date : 2010-09-22
 | Subject: Re: Fundaments of Alchemy with Annexed Potionary Sun Feb 06, 2011 6:36 pm | |
| All work of the late Munroe.
Basically, a list of potions inspired by (believe it or not) a dream I had. It was a very weird dream. Side-Effects only affect the user. The potion's intended effects are listed in the description. The actual color of the potion is the same as the color of its name.
Taking potion suggestions! Open to comments and criticism! Taking ideas for ingredients! Taking price suggestions!- Quote :
- Measurements
1 Thimble: A thimble-sized vial of fluid. 4 Thimbles = 1 Vial: A small vial of fluid. 8 Thimbles = 2 Vials = 1 Flask: A decent-sized flask of fluid. 16 Thimbles = 4 Vials = 2 Flasks = 1 Bottle: A bottle of fluid.
A Bottle is the largest unit of potions available for purchase. Typically, a Bottle of a potion is a fatal overdose. Most people who lack an inhumanly strong constitution will die. If you consume more than a bottle you will either die (if a bottle is a fatal overdose) or there will be no effect.
To make a potion, you must be at the proper skill level in alchemy. While there are no official skill levels, this guide has 6 general categories that will give you a general idea of where you need to be:
- Amateur - A child playing with a chemistry set could create this. Basic, common ingredients, quick and easy to make.
- Novice - Requires rudimentary knowledge of alchemy to make. Common ingredients, and a moderate preparation.
- Professional - For seasoned alchemists. Some lesser-known ingredients, and a challenging or lengthy preparation.
- Adept - For highly skilled alchemists. Many lesser-known or uncommon ingredients, and a difficult preparation.
- Expert - For top-notch alchemists. Made with mostly uncommon ingredients, with an extensive and tricky preparation.
- Master - For alchemists that have almost complete knowledge of alchemy. Highly rare and obscure ingredients, and a preparation process both long and extremely complex. Very few can achieve this level.
- Genius - For alchemists far ahead of their time. These potions not only use incredibly obscure and possibly even unique or impossible-to-obtain ingredients, they are also impossible to make by conventional means. Even masters would be given much trouble by these.
Potion prices are measured in currency units per vial-sized dose. A thimble would therefore be roughly 1/4th the price, a flask would be 2 times the price, etc.
Common side-effects have a 50% chance of appearing. Uncommon side-effects have a 20% chance of appearing. Rare side-effects have a 1% chance of appearing.
Unmarked side-effects are there for humorous purposes (though may actually occur).
To roll for effects: Use a 100-sided die. If you land on a(n)...
Even number - Common side-effect occurs
Multiple of 5 - Uncommon side-effect occurs
Multiple of 10 - If there are still Common side-effects to choose from, pick one. If not, choose an Uncommon side-effect.
100 - Rare side-effect occurs
If you roll a side-effect, roll again. Continue rolling until you get no side-effects. If during this process you run out of effects of a certain type, continue rolling and don't add anything. Every time you roll a side-effect, roll again using a die with a number of sides that corresponds to the number of that type of side-effect to choose which of them is applied.
Asterisks (*) mark recommended dosages. For every amount over a recommended dosage, repeat the dice-rolling process.
Example: *** John Smith consumes Cat. John rolls a 100-sided die. *** John Smith rolls a 2. John receives a Common side-effect. *** John Smith rolls a 2-sided die, because there are two Common side-effects from Cat. *** John Smith rolls a 1. John receives Temporary Blindness, the first Common side-effect listed. *** John Smith rolls again. *** John Smith rolls a 100. John receives Permanent Blindness. *** John Smith rolls again. *** John Smith rolls a 3. John receives no further side-effects. *** John Smith is rendered blind by the potion, but discovers after the potion's duration that his blindness is permanent. Woe is John. COMBAT- Quote :
Blizzard
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Description: A potion that seemingly slows down everyone but the user. In reality, however, he is going faster than everyone else. This lasts a short time and is often used for quick getaways or even turning the tide of a fight.
Dosage: 1 Thimble = 30 seconds *1 Vial = 2 minutes 1 Flask = 5 minutes 1 Bottle = 10 minutes (causes extreme anemia [lack of oxygen and bloodflow] and lethargia [slowness] afterwards)
Side-Effects: - Accelerated hair and fingernail growth - Inability to communicate properly - Broken bones
Skill Level: { | | | | | | } (Professional)
Average Price: 200
Elixir of Cerberus
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Description: Named for the Emperor of the Inferian Empire, who is said to be able to breathe fire. This potion enables the user to breath a large stream of flame continuously for several seconds.
Dosage: *1 Thimble = 3 seconds 1 Vial = 5 seconds 1 Flask = 10 seconds 1 Bottle = 20 seconds (may cause lung and throat damage)
Side-Effects: - Third-degree burns - Sore or dry throat
Skill Level: { | | | | | | } (Professional)
Average Price: 150
Etherium
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Description: An extremely rare potion that enables you to see other peoples' souls, your own soul, and other ethereal entities.
Dosage: *1 Thimble = 10 minutes 1 Vial = 20 minutes 1 Flask = Fatal overdose 1 Bottle = Fatal overdose, damage to user's soul (crippled in the afterlife)
Side-Effects: - Temporary Blindness - Permanent Soul-Vision - Psychotic episodes
Skill Level: { | | | | | | } (Adept)
Average Price: 300
Inferian Brew
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Description: Imported from the Inferian Empire, a country far across the sea. This potion will cause you to burst into flames that harm whoever touches them but you.
Dosage: *1 Thimble = 5 minutes 1 Vial = 10 minutes 1 Flask = 15 minutes 1 Bottle = Fatal overdose
Side-Effects: - Second-degree burns - Third-degree burns
Skill Level: { | | | | | | } (Professional)
Average Price: 175
Scrutiny
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Description: A potion that enables the user to see invisible objects or people.
Dosage: *1 Thimble = 10 minutes 1 Vial = 20 minutes 1 Flask = 30 minutes 1 Bottle = Fatal overdose
Side-Effects:
Skill Level: { | | | | | | } (Novice)
Average Price: 75
Spirit of Kerodil
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Description: Imported from Kerodil before the Inferian Invasion. A rare elixir that projects a shield around whoever drinks it. The shield can be broken by a hard enough hit, and weakens over time until it wears off completely.
Dosage: *1 Thimble = 5 minutes 1 Vial = 10 minutes 1 Flask = 15 minutes 1 Bottle = 20 minutes
Side-Effects: - Shield shrinks until user is crushed somewhat, breaking some bones
Skill Level: { | | | | | | } (Adept)
Average Price: 225
Tawny Owl
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Description: A potion enhancing the user's cognitive abilities, making them both smarter and more adept at whatever skills they possess. Especially deadly when used by mages.
Dosage: *1 Thimble = 30 minutes 1 Vial = 1 hour 1 Flask = 2 hours 1 Bottle = 4 hours (may cause temporary dementia afterwards)
Side-Effects: - Dementia and/or retardation - Extreme headaches afterwards - Forgetfulness
Skill Level: { | | | | | | } (Novice)
Average Price: 80
Wolverine
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Description: A potion that enhances your reflexes and strength for a short time. Enhancement has an upper limit (in other words, you can't go beyond a certain level of strength). Strength is enhanced minimally, and reflexes are made slightly faster. Drinking more than one doesn't multiply the enhancement, but it does extend the time.
Dosage: *1 Thimble = 5 minutes 1 Vial = 20 minutes 1 Flask = 30 minutes 1 Bottle = Fatal overdose
Side-Effects: - Weakness after it wears off - Weak bones and tissue after it wears off
Skill Level: { | | | | | | } (Amateur)
Average Price: 85
STEALTH- Quote :
Cat
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Description: A potion that makes it possible for the user to see in the dark.
Dosage: 1 Thimble = 5 minutes *1 Vial = 20 minutes 1 Flask = 40 minutes (may cause eye damage) 1 Bottle = 2 hours (may cause permanent eye damage)
Side-Effects: - Blurry vision after it wears off, lasting a day - Temporary Blindness - Hypersensitivity to light
Skill Level: { | | | | | | } (Amateur)
Average Price: 45
Dreary Deception
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Description: A potion that kills the user, but brings them back to life some time later.
Dosage: *1 Thimble = 1 hour 1 Vial = 4 hours 1 Flask = 8 hours 1 Bottle = 24 hours
Side-Effects: - Permanent death (oops!) - Bizarre dreams - Rigor mortis - Funky smell
Skill Level: { | | | | | | } (Expert)
Average Price: 350
Free Sight
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Description Separates the mind and soul away from the body (leaving a vegetable), for a limited duration, allowing them to essentially spy on people. When the effects wear off, the user will be forcibly sucked into their body, and will awake with a minor headache. User's ghost cannot interact with anything or speak, and can only talk to and be seen by other spirits, or things as such.
Dosage: 1 Thimble = 5 minutes *1 Vial = 10 minutes 1 Flask = 30 minutes 1 Bottle = 1 hours
Side-Effects: - Not being able to return to the body. The body will remain a vegetable, and the ghost will have to wait for their death as a mortal before leaving this plane. - Memory loss of what happened during the use - Paralysis for a few minutes after useage - Depression
Skill Level: { | | | | | | } (Professional)
Average Price: 200
Greater Transmutagen
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Description: A potion that can transform the user into anyone of any humanoid race, and any gender. This potion is much more expensive than normal Transmutagen. It also has worse side effects. The change is completely altering though, leaving no difference between the person taking the potion and the person they've changed into.
*To activate the potion, you must acquire a sample of the target entity. Skin, hair, scales, etc.
Dosage: 1 Thimble = 15 minutes *1 Vial = 30 minutes 1 Flask = 1 hour 1 Bottle = 2 hours
Side-Effects: - Extreme pain - "Glitches" (features that permanently remain transformed, or do not transform completely)
Skill Level: { | | | | | | } (Adept)
Average Price: 300
Partial Guise
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Description: A potion which enables the user to temporarily take on the voice of a targeted individual. If the target is not capable of speech (Ex: an animal, or a natural-born mute), the potion will not work.
*To activate the potion, you must acquire a sample of the target individual. Skin, hair, etc.
Dosage: 1 Thimble = 10 minutes *1 Vial = 30 minutes 1 Flask = 1 hour 1 Bottle = Fatal overdose
Side-Effects: - Voice will permanently remain slightly altered - Sore throat afterward
Skill Level: { | | | | | | } (Novice)
Average Price: 150
Plain Sight
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Description: A potion that transforms the user into a random nearby object for a short time.
Dosage: 1 Thimble = 7 minutes 30 seconds *1 Vial = 30 minutes 1 Flask = 1 hour 1 Bottle = Fatal overdose
Side-Effects: - Extreme pain - Inability to move or speak for the duration
Skill Level: { | | | | | | } (Adept)
Average Price: 250
Potion of Invisibility
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Description: A potion that makes the user transparent and impossible to see for a short time.
Dosage: *1 Thimble = 30 minutes 1 Vial = 1 hour 1 Flask = 2 hours 1 Bottle = 4 hours
Side-Effects: - May not affect clothing and equipment
Skill Level: { | | | | | | } (Professional)
Average Price: 200
Transmutagen
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Description: A potion enabling you to turn into an individual of your choosing for a limited amount of time. You will acquire their external/cosmetic appearance, but none of their physiological aspects. Trans-gender transmutation, trans-racial transmutation, transmutation into a dead person, and animal transmutation are prone to problems.
*To activate the potion, you must acquire a sample of the target individual. Skin, hair, etc.
Dosage: 1 Thimble = 7 minutes 30 seconds *1 Vial = 30 minutes 1 Flask = 1 hour 1 Bottle = 2 hours
Side-Effects: - Extreme pain - "Glitches" (features that permanently remain transformed, or do not transform completely)
Skill Level: { | | | | | | } (Professional)
Average Price: 200
POISONS- Quote :
Agony
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Description: This rare poison is even more feared than Darkshade, and said to be employed only by the dreaded Morsite Cult in legends. Upon taking even a slight amount of the poison, the user experiences indescribable pain. The pain is caused by the poison reopening past wounds to the user's body, as well as augmenting their pain with the feeling of burning alive. Additionally, the poison also causes vivid flashbacks of painful memories. Technically the poison is not fatal, but large enough doses may prove to be.
Dosage: *1 Thimble = 1 minute, minor pain, superficial past wounds reopened 1 Vial = 2 minutes, major pain, many past wounds reopened 1 Flask = 5 minutes, excruciating pain, most past wounds reopened 1 Bottle = Horrific pain, all past wounds reopened, including fatal ones
Side-Effects: - Complete mental breakdown
Skill Level: { | | | | | | } (Master)
Average Price: 900
Calamity
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Description: A potion that dulls the nerves of whoever takes it. The potion is made by diluting the venom of a variety of giant insect with water, and often gives the user a high. It is addictive and sometimes used in medicine, but for the most part, outlawed.
Dosage: *1 Thimble = Dulls minor pain 1 Vial = Dulls major pain 1 Flask = Complete numbness 1 Bottle = Fatal overdose
Side-Effects: - Euphoria - Addiction - Loss of consciousness - Permanent paralyzation
Skill Level: { | | | | | | } (Amateur)
Average Price: 25
Crippling Spirit
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Description: This potion causes the user's muscles to stiffen, spasm, and cramp up. His or her breathing will be hindered, their heart strained, and their limbs difficult to move.
Dosage: *1 Thimble = 5 minutes 1 Vial = 10 minutes 1 Flask = Fatal overdose 1 Bottle = Fatal overdose
Side-Effects: - Severe difficulty breathing - Cardiac arrest
Skill Level: { | | | | | | } (Adept)
Average Price: 300
Darkshade
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Description: One of the deadliest poisons known to man. Rumored to be a means of killing even the undead.
Dosage: *1 Thimble = Death in 30 seconds 1 Vial = Death in 15 seconds 1 Flask = Death in 7 seconds 1 Bottle = Incredibly painful, gory death (bleeding orifices, vomiting blood, etc.)
Side-Effects: - Hallucinations
Skill Level: { | | | | | | } (Master)
Average Price: 1000
Death Perception
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Description: This poison's name comes from its unique effects on the user. The poison hinders the user's senses, larger doses disabling them altogether.
Dosage: *1 Thimble = Smell, touch, and taste hindered for 1 minute 1 Vial = Smell, touch, and taste disabled, sight and sound hindered all for 2 minutes 1 Flask = All senses disabled for 5 minutes 1 Bottle = Fatal overdose
Side-Effects: - Permanent loss or damage of senses
Skill Level: { | | | | | | } (Expert)
Average Price: 750
Swamp Bite
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Description: This poison was recently invented by the goblin Raxz, and causes a nasty rash when it contacts the skin of most beings. The rash is extremely itchy, will burn eyes, and if it is ingested it will more than likely make all but the most strong-willed claw their own innards out.
Unlike most potions, effects vary slightly with different species. Human: Rash, Itching Goblin: Rash, Major itching Elf: Major rash, itching Gnome: Rash, Major itching Drider: Major rash, burning skin If a race was excluded here, they will normally have the same reactions as humans. Further testing has yet to be done.
Dosage: *1 Thimble = Small Rash, Minor itching 1 Vial = Rash, Itching 1 Flask = Large Rash, Itching 1 Bottle = Large Rash, Major itching
Side-Effects: - Boils - Permanent skin damage / scarring
Skill Level: { | | | | | | } (Novice)
Average Price: 15-30
Twin Moon (Colorless)
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Description: A highly rare, unique, and lethal poison. This poison is a binary poison. It will sit in the user's bloodstream, harmless and undetectable, until it is activated by a second, equally harmless and untraceable, potion. Upon activation, the poison will become extremely corrosive, dissolving the user from the inside out and leaving no evidence. This poison is very desirable in the assassin community.
*This poison always comes with its activator in a separate container. Both must be administered to have any effect.
Dosage: 1 Thimble = Massive pain and internal damage *1 Vial = Death upon activation 1 Flask = Death upon activation 1 Bottle = Death upon activation
Side-Effects: N/A
Skill Level: { | | | | | | } (Master)
Average Price: 1000
ILLEGAL POTIONS- Quote :
Buzz
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Description: An illegal potion that negates the need for sleep, acting as a stimulant.
Dosage: *1 Thimble = 4 hours 1 Vial = 8 hours 1 Flask = 24 hours 1 Bottle = Fatal overdose
Side-Effects: - Addiction/Dependancy - After the effects wear off, user experiences a "crash", a sudden burst of fatigue and a splitting headache - Death
Skill Level: { | | | | | | } (Amateur)
Average Price: 75
Rush
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Description: A highly illegal potion which is both addictive and devastating. This potion temporarily raises the user's magical potency, regardless of their physical characteristics, race, and current potency. Anyone who takes this potion will be capable of powerful magical acts, and most users elect to cause destruction with their newfound power. Many love the feeling of empowerment the potion gives them, and continue to take it regularly.
Dosage: *1 Thimble = +50% potency for 10 minutes 1 Vial = +75% potency for 30 minutes 1 Flask = +100% potency for 1 hour 1 Bottle = Fatal overdose
Side-Effects: - Extreme fatigue afterward ("crash") - Lowered magical potency for the duration - Permanent loss of magic
Skill Level: { | | | | | | } (Novice)
Average Price: 250
MEDICINE- Quote :
Elixir of Health
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Description: This common potion staves any bleeding, kills any infection, and sets any broken bones. Best taken prior to a healing potion, or even as an alternative to a healing potion.
Dosage: 1 Thimble = No effect *1 Vial = All bleeding stopped, all bones set, all infections removed 1 Flask = Fatal overdose 1 Bottle = Fatal overdose
Side-Effects: - Loss of consciousness
Skill Level: { | | | | | | } (Novice)
Average Price: 100
Greater Healing Potion
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Description: Very rare, and very expensive compared to its weaker counterpart. Like a regular healing potion, this is capable of speeding up healing, but it can also properly align broken bones and cure disease and infection. However, it is more dangerous to use.
Dosage: 1 Thimble = Moderate wounds healed, 30 seconds *1 Vial = Major wounds healed, 5 minutes 1 Flask = Major wounds healed, 1 minute 1 Bottle = Fatal overdose
Side-Effects: - Fatigue - Extreme pain - Loss of consciousness
Skill Level: { | | | | | | } (Expert)
Average Price: 350
Healing Potion
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Description: A rare potion capable of speeding up a person's healing. This potion does not cure any diseases or infections however, and broken bones can heal wrong if they're not set properly before taking this. With increasing demand, the price of the healing potion rises, as does its rarity...
Dosage: 1 Thimble = Minor wounds healed, 30 seconds *1 Vial = Moderate wounds healed, 1 minute 1 Flask = Major wounds healed, 5 minutes 1 Bottle = Major wounds healed, 1 minute
Side-Effects: - Fatigue - Extreme Pain - Loss of Consciousness
Skill Level: { | | | | | | } (Adept)
Average Price: 100
Tyr's Grace
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Description: A potion that can cure its user of hunger and thirst, and if they're dying, spare them from death. No one knows how to brew this potion; it is said to appear in the hands of the righteous when things are at their most dire. Few believe this potion even exists.
Dosage: 1 Thimble = No effect *1 Vial = All hunger and thirst cured, death averted 1 Flask = Instant death 1 Bottle = Instant death
Side-Effects: N/A
Skill Level: { | | | | | | } | (Genius)
Average Price: N/A (Sold nowhere)
Sleeping Potion
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Description: A potion that, as the name suggests, induces a state of deep sleep. Duration is determined by dosage. This potion is addictive.
Dosage: 1 Thimble = 4 hours *1 Vial = 8 hours 1 Flask = 10 hours 1 Bottle = Fatal overdose
Side-Effects: - Addiction - Total dependency on the potion to sleep
Skill Level: { | | | | | | } (Novice)
Average Price: 20
Tears of the Righteous
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Description: An incredibly rare and powerful potion. Very few can even come close to brewing it, let alone understand how and why it works. The potion will fully cure anyone of any ailment, leaving them completely healthy and even stronger than before. It breaks curses, fixes handicaps, heals wounds, cures diseases, and is even rumored to be capable of bringing people back from the dead. However, it is extremely risky to take...
Dosage: *1 Thimble = 30 seconds 1 Vial = Fatal overdose 1 Flask = Fatal overdose - banishment (see below) 1 Bottle = Fatal overdose - obliteration (see below)
Side-Effects: - Death - Banishment (The user will die, and their soul will be sent to the Void. It can be recovered, however.) - Obliteration (Death, and complete destruction of the soul. The user will be erased from existence completely.)
Skill Level: { | | | | | | } | (Genius)
Average Price: 3000
FUN- Quote :
Elixir of Verse
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Description: Used occasionally by unfortunate bards or as a mean joke. This potion causes whoever drinks it to suddenly start reciting poetry or in some cases, sing.
Dosage: *1 Thimble = 30 seconds 1 Vial = 1 minute 1 Flask = 5 minutes (may cause user to pass out) 1 Bottle = 10 minutes (will cause user to pass out)
Side-Effects: - Hyperventilation
Skill Level: { | | | | | | } (Professional)
Average Price: 50
Icarian Flight
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Description: Enables the user to jump extremely high in the air, and land safely. Used for quick getaways or by people who want to fly.
Dosage: *1 Thimble = 1 jump 1 Vial = 2 jumps 1 Flask = 3 jumps 1 Bottle = 4 jumps
Side-Effects: - Death from falling
Skill Level: { | | | | | | } (Adept)
Average Price: 150
Liquid Luck
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Description: Upon drinking this potion, the user will become oddly lucky. Things will go his or her way, and he or she will not be put in any danger, or face any problems... until the potion wears off.
Dosage: *1 Thimble = 2 hours 1 Vial = 4 hours 1 Flask = 8 hours 1 Bottle = 24 hours
Side-Effects: - Abysmal luck for a few hours afterward
Skill Level: { | | | | | | } (Expert)
Average Price: 777
Nature's Touch
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Description: This potion causes the user to give off a scent capable of calming unintelligent animals. It is employed frequently by druids, though they try to keep that a secret.
Dosage: 1 Thimble = Small animals (squirrels, rabbits, etc) *1 Vial = Medium animals (wolves, deer, etc) 1 Flask = Large animals (bears, etc) 1 Bottle = Monstrous animals (werewolves, giant insects, magical creatures, etc)
Side-Effects: - Animals are frightened away - Animals become extremely aggressive instead
Skill Level: { | | | | | | } (Professional)
Average Price: 60
Wild
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Description: A potion that will temporarily enable the user to call out like a particular animal. The potion can be bought pre-activated with a selected variety of animal, or bought unactivated, so the user can choose. Some alchemists sell unlabeled and randomized Wild, which is a hit at parties.
*To activate the potion, you must acquire a sample of the target animal. Skin, hair, etc.
Dosage: *1 Thimble = 10 minutes 1 Vial = 30 minutes 1 Flask = 1 hour 1 Bottle = Fatal overdose
Side-Effects: - Sore throat afterward - Permanent changes
Skill Level: { | | | | | | } (Novice)
Average Price: 30
How Potions WorkThe following explanation is very basic. This is the gist of how and why potions work and follow the laws of alchemy set forth here.
Potions are, as you may or may not know, brewed by alchemists by mixing ingredients. The ingredients of potions are extremely diverse, but usually have one thing in common: they contain energy, in the form of actual chemical bonds or magical energy. A type of plant whose roots have an affinity for magic will probably wind up in a potion. A poisonous substance formed by pure chemical mixing may find its way into a potion, and (unfortunately) your drink. The energy is released when a person digests the potion, and is manipulated by the alchemist to produce the desired effect. The energy does not last forever; typically more potent effects consume more energy and thus last a shorter time. Ingredients with high amounts of stored energy are generally harder to find in nature, or require extensive manipulation to create and use. Thus, the more potent and powerful a potion is, the more rare its ingredients are, the more difficult it is to produce, and so, the more expensive it becomes. Some alchemists use magic to create their potions or ingredients, but this is not a requirement for alchemy; it only serves as a shortcut. The slightest mistake or deviation could yield disastrous results.
Side effects are caused by the energy in the potions have unintended effects. Sometimes a potion will run out of energy and be unable to reverse whatever condition the drinker is in, and sometimes the energy can be overabundant and cause permanent damage. Each person's unique physiology and traits also contribute to side-effects.
The actual processes will not be explained here, as they are highly complex and to be honest, I don't even know them myself. What would the point of that be? This is here just to answer some questions you might have.
Last edited by Xeloras on Sun Mar 20, 2011 7:56 pm; edited 1 time in total |
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Posts : 916 Join date : 2010-04-29 Age : 25
Character sheet Name: Mirage Silverspine Age: 17 Race: Human
 | Subject: Re: Fundaments of Alchemy with Annexed Potionary Sun Feb 13, 2011 3:53 pm | |
| Suggestion time! Berriener- Spoiler:
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Description: A more or less simple motion that makes everything taste like yummy berries. Usually given to children as a treat or if they refuse to eat something.
Dosage: 1 Thimble = 10 minutes *1 Vial = 20 minutes 1 Flask = 2 hours 1 Bottle = 3.5 hours
Side-Effects: - Everything might taste like random fruits instead. - Nausea from eating so much things that taste like berries. - Everything might begin to smell like berries, too. - The consumer's face turns to a shade of red, violet or blue, like the color of the berries.
Skill Level: { | | | | | | } (Amateur)
Average Price: 10 Skin Balm- Spoiler:
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Description: A draft that is used to treat rash, itching, burns, boils, acne, bad skin and so forth.
Dosage: 1 Thimble = Soothes itching and speeds up the skin's healing progress. Will also clean the skin of impurities fairly well. *1 Vial = Removes itching and hastens the healing of rash, burns, boils and so forth, curing the treaten spot in a quarter of the usual time it'd take to heal. Also cleans the skin very effectively. 1 Flask = Numbs the skin and cures boils, burns and other ailments within an hour, for as long as they're not too severe. This dosage is not practical for just cleaning the skin. 1 Bottle = Numbs the nerves and cures more severe damage to the skin within half an hour. The numbness will persist up to a day.
Side-Effects: - The treaten skin feels tight or stretched. - The treaten skin becomes discolored for a few hours. - The skin becomes discolored permanently. - The skin grows warts, blisters or other deformations, which can be removed however.
Skill Level: { | | | | | | } (Novice)
Average Price: 30
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