POTIONSThe art of potion brewing is a longstanding practice, popular among intellectuals and laymen alike. While most basic materials are relatively simple to acquire, true mastery only comes with a deep understanding of the materials used and how they interact. Even so, anyone willing to devote time to the useful art of potion brewing can find great reward, assuming that they carefully weigh their risks…
Potions are divided into two primary groups: Internal and External.
Internal potions are those administered orally or through other means by which they can be properly metabolized. They often influence the chemical balance of the body into a temporarily favorable position, though they can easily prove harmful if abused. Most internal potions slowly start acting within the span of around a minute, generally evenly increasing uniformly until that minute has passed.
External potions are those applied directly to the body - the skin and potentially the clothes. They will often be applied as a balm or ointment, or even lathered on in some kind of coating. They are, for obvious reasons, far more noticeable when used. Most external potions will require about half of a minute to show effects, with the exceptions of instantaneous healing and harming, which begin reacting on application.
-Swiftness - Significantly raises the agility, movement speed, and general pace of the user. Stimulates adrenal glands, sensory perceptions, and ability to act.
Downside: Successively sustained dosages (Over 2 in a row) or repeated uses within the same day (More than 4) cause the user to be left in a state of fatigue ranging from drowsiness to exhaustion after using the potion. Raises risk of heart failure with each successive overusage.
-Strength - Increases the user’s ability to utilize their various muscles, allowing for great feats of strength of which they would otherwise not be capable. Mild steroid effects.
Downside: Successively sustained dosages (Over 2 in a row) or repeated uses within the same day (More than 4) leave users in a state of moderate to severe fatigue after the effects wear off. It can damage muscles if used too heavily over a short period of time, and if used over a long period of time, especially if relied to perform tasks the user would be unable to do, the user may experience permanent muscle mass deterioration.
-Night Vision - Raises the user’s visual reception, making them capable of seeing much more easily. In addition to the ability to see significantly better in the dark, they gain, to a lesser extent, better hand-eye coordination and visual range.
Downside: Users become more sensitive to visual stimulus, meaning that bright lights and sudden changes in light level may disorient them. Additionally, prolonged usage may lead to a deterioration of the user’s sight.
-Water Breathing - Utilizing a series of uncomfortably administered fluids, the user gains the temporary ability to maintain respiration whilst completely submerged in water. A Water Breathing potion is a thick viscous fluid that needs to be intentionally inhaled and kept in the lungs. While present and active the Water Breathing potion re-oxygenates the lungs. At the end of the duration the user would begin to suffocate and the gel /must/ be expectorated and air allowed to return to the lungs or the user will suffocate to death.
Downsides: Administered improperly, can lead to the obvious side effect of drowning, with the addition of potential damage to lungs and respiratory system. Prolonged usage of the potion can lead to permanent respiratory complications.
-Regeneration - The liquid is equivalent to a drinkable medical tonic. Allows the user to recover from exhaustion more quickly then they usually would. The potion temporarily accelerates the body's metabolic rate and uses the nutrients to refresh the body as if it was able to rest for a full day. This does not heal wounds, gashes, and so on. It is equivalent to having a good rest.
Downside: If used more than once or frequently- side effects can include insomnia later in the week and fluctuation in body weight and energy as consumption continues to accelerate.
-Poison - This is the most basic type of poison. Utilizing spider venom, the poison will inflict internal damage to the subject, which becomes progressively more severe as time passes. This effect represents a large majority of real-world poisoning effects.
-Slowness - This poison, serving as a counterpart to the potion of swiftness. The subject’s heart rate and general movement speed will be significantly slowed for a time. In addition, agility and reaction time will be majorly impacted for a comparable time.
-Weakness - This poison, serving as the counterpart to the potion of strength, will reduce the rate at which the subject’s muscle system can utilize energy, reducing force of movements and stamina.
-Fire Resistance - This oil, after thorough application to the user’s skin and clothes, will protect them from skin burns as a result of fire and other forms of intense heat. It will, of course, only lessen in effectiveness as the heat becomes more intense. While a burning torch may prove mostly harmless to the user, prolonged exposure to intense forge fires will still damage the user.
Downside: Prolonged usage can cause severe skin irritation, damage, and possibly disfigurement. Fumes released by the potion may cause minor throat irritation in infrequent users, but may damage respiratory function with prolonged usage.
-Invisibility - This thick, oily gel-like potion, once applied thoroughly to the user’s exterior, will shortly render them camouflaged, the oil taking on the appearance and colour of the user's surroundings. Generally speaking the user will still be slightly visible as a slight shimmering of the air, as though the physical location is warped or distorted through a lens, though they should not be noticeable without careful inspection.
Downside: While the user is rendered mostly invisible, the gel is easy to wipe off. Touching anything causes some of the gel to wipe off on whatever is touched. Similarly, being grabbed or hit by anything causes the hit to wipe off gel on the area interacted with. The user can be easily rendered visible via the fluid being displaced, or if small debris is embedded in the fluid, such as sand, dirt, or flour.
The fluid is reasonably flammable, making additional reason to avoid torchlight whilst under the effects of the potion. Prolonged usage (More than 2 potion effects overlapping in succession or more than 4 potions total in a day) can cause nervous system damage and minor transparency of the user’s skin.
Also remember that though an invisibility potion renders you visually camouflaged, it is improper RP to not continually emote actions, as they do not, in any way, render you inaudible.
-Healing - Much like a small vial salve of aloe vera- A healing potion is an external potion that must be applied around or on top of a wound. It will sooth burns and will heal a stitched cut from infection over time. This prevents major scars from forming during the healing process. It does not instantly heal cuts, numb pain, fix internal damages, or large gashes.
Downside: There are no major downsides. The wounded, salved area, just tends to be sensitive.
-Leaping - Less a liquid potion and more a sort of balmy lotion, this concoction is applied to the skin and absorbed, influencing the elastic properties of the user’s muscle tissue. In doing this, users are often found to be able to store greater amounts of potential energy in their limbs and digits, as well as exert flexing tension on themselves more easily. This allows for easier feats of agility such as running and jumping and, if dosed correctly, lower susceptibility to instantaneous physical trauma.
Downside: Due to the increase of elasticity of tissue, users are often susceptible to a false sense of confidence in their new flexibility, which is liable to result in overexertion and injury. Extended usage or persistent overexertion during the usage of this potion can result in permanent deformation, paralysis, and in the most extreme cases, disintegration of stressed tissues. Users will also have an increased risk of deformation and less pronounced level of effect with each subsequent dosage.
-Slow Falling - External potion. This potion is a gel-like substance one slathers around their body. Using its unique core ingredient, the makeup of the gel, the skin becomes cool against the air and winds. The wind is prone to move along with the user, instead of forcefully pushing against them. This seems to cause the user to slow their downward drop towards solid ground, enough to take half damage when in contact with the ground, as opposed to full.
Downside: Continued use of the substance (2 or more times), will irritate the skin and make it vulnerable to sunlight. Skin damage symptoms include itching, scratching, redness and peeling of the dry, exposed layers. Heavy equipment and armor will make the use of this potion moot. It does not work against targeted spells of its nature and in storms.
-Dragon’s Breath - A sticky, liquid solution, with a fiery tint, that is used as an ingredient to enhance other potions. The name comes from its ashen, foreign smell and white, mist-like fumes that form from the top-most layer of the liquid. If the ingredients are fresh enough, the fumes cause small metals to tarnish (to dull) with prolonged exposure over time. Otherwise, they give a strange stinging feeling when touched.
- Harming - Serving as the counterpart to Healing, this potion will set about killing tissue wherever it is applied on the subject, as acid is prone to do. It will react quickly, but also be exhausted quickly, making potential damage reliant on larger quantities or careful application.
Instantaneous Harming potions have a moderate effect of rapid cellular necrosis - almost precisely what you would see via the bite of a Brown Recluse or similar spider bite. The effect caused by a splash potion or application to the skin is damaged exterior flesh that can be soothed by the use of a healing potion. Heavy clothing that completely covers the skin is adequate protection from a harming potion, though organic materials (Leather, Wool, etc) would likewise tend to rot if the potion was not cleaned off.
A harm potion's effects can be negated and reversed in equal measure by a healing potion and can be halted at their current damage by quickly washing off the area in question.
Harm potions work only when externally applied - for poisons that can be applied to arrows and weapons, look at the internal effects list for harmful effects.
(Reverse the effects of healing and harm potions completely when dealing with the undead.)
COMBINATIONS AND INTERACTIONS
Certain potions may be taken in tandem with the intention of stacking their effects or negating negative effects. While this may work in some cases, it can prove disastrously harmful in others. It is recommended that potions not be administered simultaneously without careful consideration. A very good rule of thumb is for a user to only use one internal and one external effect at once.
Strength + Weakness - NEGATE BOTH
Swiftness + Slowness - NEGATE BOTH
Healing + Harming - NEGATE BOTH
Regeneration + Poison - NEGATE BOTH
Swiftness + Slow Falling - NEGATE BOTH
Invisibility + Night Vision - Will result in the user being almost entirely under the effect of reduced visibility, with the exception of their eyes, which will glow blue.
Night Vision + Fire Resistance - Will cause any place where fire resistance has been applied to glow blue.
Fire Resistance + Invisibility - Will cause both potion effects to fail, and leave a disgusting mess of goo on the user's skin and clothes.
Strength + Swiftness - Will allow for both the increases in strength and agility, but will drastically increase chances of damaging after-effects such as muscle damage and heart failure.
Water Breathing + Leaping - Combination of the two has a tendency to cause the body of users to react more radically to pressure differences, with an effect similar to decompression sickness should the user dive too deep - at any speed.
Strength + Leaping - Increased ability to generate force and store it like a spring. This is extremely dangerous; at best, the user runs the risk of painful muscle cramps, at worst, they may experience severe deformation and paralysis.
Speed + Leaping - Considerable agility increase, accompanied by highly increased chances of injury on impact with surfaces. Treat your ankles with care.
Invisibility + Leaping - Users have a tendency to cause a greater shimmering and distorting effect in the air, making them much more noticeable from the strange bending of light.
Regeneration + Water Breathing - Will cause the body to metabolize oxygen at a significantly faster rate whilst submerged, but will create a risk of severe overheating in the user.
Regeneration + Strength - Will allow the user to enjoy the benefits of the strength potion with reduced after-effects of the strength potion, but experience no regeneration effect. The potential downsides of regeneration potion overuse will still apply.
Regeneration + Swiftness- Will allow the user to enjoy the benefits of the swiftness potion with reduced negative after-effects of the swiftness potion, but experience no regeneration effect. The potential downsides of regeneration potion overuse will still apply.
Regeneration + Healing - Work in a complementary fashion to grant a full rest to the body, though necessary energy must be provided by the user for the reaction. The applied healing salve will work slightly faster. Remember- one is external and the other is internal. They do not work if used differently.
Regeneration + Healing + Strength/Swiftness - Adequately applied in the right forms of blending and application methods, can be slowly applied over time in an attempt to ease the trauma of internal damanges, such as long standing disease, infections or muscular atrophy. The tricks, kinks, and potential issues to this treatment methodology are not public, or even common knowledge, but to an educated practitioner of alchemy the concept is not foreign and they could fairly easily derive this option - just not how specifically it would be done. Remember, this does not heal internal or blunt damages to the body, large gashes, and so on.
RP-wise, the majority of these would not be tremendously effective. Only combined instantaneous && external potion effects work in a splash potion. Internal Potions, obviously, do not work when splashed on someone.
Of the external potions, the non-instantaneous ones require smooth, uniform application that covers all seams and cracks to be effective, and a splash potion, with spatter and flow effects being pretty random, would not suffice.
The list of potions that work exactly like they do in-game as splash:
Now, if you were to go to the expense and trouble of being able to literally dump a /barrel/ of say, fire resistance on someone ala, say, Gatorate-over-the-head style, that /would/ be effective and quick, but also /hideously/ expensive, and non-trivially toxic.
On the matter of Lingering Potions & Tipped Arrows:
See "Splash Potions" mechanics:
+Internal Potions do not work as desired when a Lingering Potion is thrown or a Tipped Arrow meets its mark.
+Only External Potions that do not require careful application will have desired effects. All else will only cloud the air temporarily with the equivalent potion's identifiable tint, or tipped arrow's smear.
The list of potions that work exactly like they do in-game as a lingering potion and tipped arrow:
Lingering Potions are thrown like splash potions. On impact, they temporarily fill the air with a faint, gaseous cloud of the potion it's used along with. It effects those around it in a 3 -block radius for 30 seconds. Potion particles would stick to the first person it comes into contact with, effecting them at 1/2 the rate it would be if applied directly. It then continues to decrease in volume as a gaseous substance, being released into the air for a set time before it dilutes into nothing. (See MC mechanic for more info.)
Tipped Arrows dipped in internal potion effects will still hurt, but do not give the desired effects of the potion. The same goes for External potions that need to be carefully applied, it will not give full desired effects.
Healing Tipped Arrows harm flesh as an arrow would, then the potion effect secretes the salve over the edges of the protruding arrow in one's flesh. Removing them is not difficult, but it is painful.
Harming Tipped Arrows hurt like hell as it harms the tissue where the arrow hits, giving severe damage.
Poison Tipped Arrows, if the liquid enters the blood stream when pierced, a person will experience poison effects.
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