Medieval & Fantasy Minecraft Roleplaying

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[Skill] Alchemy

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HollowWorld

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Hollow Crafting
Alchemy

The general practice of working with chemicals and producing extraordinary salves, tinctures and oils

1640051727285.png1640051760446.png1640041010400.png

Tools:
/crafting tool alchemy


Stations:
  • Alchemy: Flower pot, Brewing stand, Cauldron

Specializations:
  • None
 
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alccirc.png

· · ─────── ·· ─────── · ·
THE ALCHEMIST'S TOME
· · ─────── ·· ─────── · ·


CHAPTER 1 - A MYSTICAL SCIENCE
The practice of alchemy has been present in Altera for as long as anyone can remember. It has changed across the ages, and so too has another change befallen it now. Having always been a science of mixing specific ingredients in peculiar ways to produce the desired end result - potions - it has now flourished into a true form of art among the sciences. It is a dangerous art, however, as an alchemist uses oddly named instruments to process strange ingredients so they can create their coveted potions. Many practiced alchemists have even begun using undecipherable, circular symbols to note down their recipes, so no outsider can easily steal their knowledge, one of the many new innovations as a golden age dawns on alchemy. No longer is it a limited, infant craft, but a revitalized science with capabilities beyond what was previously thought possible.
CHAPTER 2 - CRIMSONWORT

What was previously known to Altera as the Nether Wart has mutated, adapting to a new, more colorful world. With the sudden discovery of mystical materials such as Mirrorwood and Machanite, one can only theorize why the Pantheon gifted alchemists with an oddity of their own. Crimsonwort is a plant native to the Nether, growing in deep darkness out of brown patches of soul sand. It can be cultivated on the main continent with some ingenuity and a dark room, which is what most alchemists opt to do - oddly, the hellish mushroom pays no mind to the temperature, growing all the same in deep cold or striking heat.
Crimsonwort is a small, sprouting growth, blood-red in color with shades of black making an appearance too. It glows with a gentle crimson hue, adding to its already mysterious appearance, and is spongy to the touch. It lacks both flavor and aroma, but consuming Crimsonwort in any form leads to nausea and sickness; mild food poisoning.
Of course, its main purpose is singular: to serve as the base of alchemy. After being calcined to a fine powder via mortar and pestle, the crimson dust is processed through an alembic to create Crimsonwort Essence, the most basic building block of alchemy and the concoction dearest to an alchemist’s heart.


CHAPTER 3 - AN ARRAY OF POTIONS
The potions created by alchemists take five forms: Elixirs, Bombs, Oils, Ointments, and Powders. When creating new alchemical concoctions, the medium of the potion is equally as important as the recipe used to make it - experienced alchemists can easily deduce which form would best suit their desired effect, and can just as easily coax the alchemical process to yield that form. Administering a potion not in its right form can be disastrous, which is why alchemical research is often as dangerous as it is rewarding.
Elixirs
Elixirs are the form of potion most well-known to those outside the field. They are a liquid medium with their consistency, appearance, and other properties varying on a wide spectrum. These take effect when drunk - or splashed, situationally - and are traditionally stored in glass vials. When an Elixir is distilled in the cauldron, the process will be recognizably complete when a perfect liquid is left.
Bombs
Like Elixirs, Bombs are liquid in form and have similar variance in their outward properties, except they lack any distinguishable taste if consumed. They also have a similar distillation process, which leads to them often being mistaken as Elixirs by those inexperienced. These are stored in spherical glass containers, usually as a way to visually distinguish them from Elixirs. The liquid form is simply an equilibrium state, however - when the potion is suddenly introduced to air, it instantly evaporates to take a gaseous form. The potion stays in its equilibrium state from the point of creation up until being bottled; after that it must be treated with utmost care. It is in this gaseous form that the potion takes effect by being ingested through the respiratory system. The color, density, and other tangible qualities of the cloud vary based on the effect imparted and the ingredients used.
{Bombs cover a volume of 4x4x2 blocks/meters cubed. They last for 5 rounds of combat, or 50 seconds.}
Ointments & Oils
The next forms of potion are the Ointment and Oil, forms that need to be applied to a surface in order to take effect. These are traditionally stored in small capped jars, as they will dry out quickly and become useless if exposed to air for too long. As this form is meant to be applied externally, consuming it is unwise. Potions meant for use on skin are categorized as Ointments, recognizable as thick creams, meanwhile potions meant for use on inanimate objects are categorized as Oils: viscous, translucent liquids resembling mundane oil or gel. In the Distillation process, the liquid mixture will thicken to the proper consistency, forming a potion which is then scraped or scooped out of the cauldron and stored.
Powders
The final form of potion is Powder, perhaps the most self-explanatory of them all. As the liquid mixture distills in the final stage of the alchemical process, all that is left in the cauldron is a small mound of powder to be carefully collected in a jar or shaker. Naturally dry and instantly ruined if exposed to moisture, Powders are powerful but temperamental. A potion of this form is sprinkled on a surface to take effect, with some working instantly and others taking effect over time - more often than not, Powders are ordinarily inactive until activated by specific stimuli.
CHAPTER 4 - THE ALCHEMICAL PROCESSES
The process of potion-making is refined to three main stages. While the creation of tinctures that are herbal in nature may deviate slightly, these are steps that studied alchemists know by heart. The stages of alchemy are known even to the most inexperienced of alchemists; they are easy to grasp in concept, but difficult to master - alchemy is a science based on precision in all aspects, and that’s a skill only attained through years of study and practice. Mastership of these stages is essential to becoming a respected alchemist.
Stage One | Calcination
Crushing herbs, organic material, and other ingredients down to more workable forms using a mortar and pestle.
Stage Two | Sublimation
Creating half-liquid, half-gaseous Essences from calcined ingredients - mystical, fleeting substances essential to alchemy. Done via an alembic.
Stage Three | Distillation
Combining various essences in a cauldron to distill them. This is the step that defines alchemy - it gives a potion its unique appearance, taste and smell, form, and - of course - effect.

Credits
Electric for writing and formatting.
Jazzper for editing.
Solus for Botany expansion w/ player input
 
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CHAPTER 5 - AN ALCHEMIST'S INSTRUMENTS
Alchemists have their own unique tools of the trade. In some situations, particular instruments might be substituted for other crafty solutions due to the mundane nature of alchemical tools, but tradition and reliability dictates that only those outlined below be used. An alchemist’s tools are incredibly dear to them, an extension of their mind the same way a quill is to an author… they cherish these items, keeping them safe and in pristine condition, even going as far as to have them specially made in custom ways. A noble might commission a cauldron lined with gold and marble, while a Shalheranan may be more drawn to one made entirely of wood with Divine tenets decorating it. Either way, you won’t ever see a dirty cauldron, as leaving one’s equipment in filth or disrepair is frowned upon.
mortpest.png
[ Figure 1 - The mortar & pestle. ]
The Mortar & Pestle
A simple instrument. Unassuming and rudimentary, but nonetheless - incredibly useful. Alchemists use the mortar & pestle to grind up common ingredients such as herbs, flowers, and even organic material, crushing them into a fine powder or thick creams. The process is referred to as “calcination.” These powdered or creamed ingredients are easy to work with; they can be stored, traded, and handled without the fuss of their unprocessed counterparts. Although glass jars of eyeballs do have aesthetic appeal, inconspicuous containers of powdered eyes are much more palatable. These are most commonly made of tough stone, but wood and marble can also be used, among other materials.
alemb.png
[ Figure 2 - The alembic. ]
The Alembic
An instrument used exclusively by alchemists. Calcined ingredients can’t be used immediately: to be used in an Alchemical setting, they need to be purified. The alembic is loaded with the ingredient in one end, which is heated over flames. At the other end is a spout - as powder heats up in one end, vapor forms and flows out through the spout into whatever apparatus the alchemist chooses to collect the resulting substance in. The result is an Essence, a half-liquid, half-gas formed from the sublimated ingredient - these unique Essences are combined with Crimsonwort Essence in the final stage. Alembics are most commonly made of ceramic or copper, but experienced alchemists find themselves seeking alembics made of glass in order to better monitor the process.
cauld.png
[ Figure 3 - The cauldron. ]
The Cauldron
The instrument most synonymous with alchemy. Understandably so - after all, the cauldron allows the last and most important stage of the alchemical process, Distillation. The cauldron is absolutely mundane, yet undeniably important. After an alchemist has calcined and sublimated all the necessary ingredients of a potion, they must distill them together in a cauldron. The base is Crimsonwort Essence, into which the ingredients are combined and left to heat over fire. Some mixtures provoke reactions instantly, while others may take days to start shifting - it all depends on what the alchemist aims to create. At the end of the process, left in the cauldron is the finished product: no longer a murky, indiscernible mixture of liquid, but a potion, identifiable with its unique smell, taste, texture, and color - all properties developed through the final stage of Distillation. Cauldrons are traditionally made of iron, but other metals and materials such as marble may also suffice.


CHAPTER 6 - WARNINGS TO HEED
Side-Effects
Potions inherently enact a dichotomy upon effect. For most alchemical concoctions, when the body shifts and adjusts to enhance one sense or ability, it takes focus away from another. In gaining a new strength from the potion, the user also creates for themselves a new weakness. A studied alchemist knows the ins and outs of their potions like a second nature; they know exactly when and in what environment a certain tincture would be more harmful than helpful due to its tax on the body. Someone unaccustomed to alchemy likely does not, which is why seeking the knowledge of master alchemists is essential to preventing improper potion use. These unsavory effects are colloquially known as “side-effects,” for obvious reasons.
Overuse
Additionally, the build-up of mutation in the body from potions can cause detrimental symptoms if not kept in check. A mortal can ingest or otherwise use three potions per day before they begin experiencing effects known as “overuse.” The body is able to fight against the mutation up until this point, but hits a breaking point upon any further usage. Though an awful experience for anyone, these effects are temporary, lasting 12 hours, and can be countered by mundane means where possible. Additionally, the user cannot use another potion for the next 3 days, during which the body is able to flush out the leftover remnants of mutation. If they do come under effect of alchemy again during this period, they again incur overuse effects.
Overuse manifests as any combination of;
  • Nauseating headaches that lead to frequent vomiting and sickness.
  • Extreme dizziness and loss of balance.
  • Loss of sense of taste.
  • Loss of sense of smell.
  • Loss of sense of sight.
  • Loss of sense of touch.
  • Debilitating pains wracking the body.
  • Hallucinations and delusions.
  • Mood swings.
  • Droning noises in the ear, loud enough to drown out most sounds and cause a headache.
Additionally, practitioners of Arcane and Divine magic are weathered by these symptoms:
  • Mages find that their failed spells cost twice the normal amount, and that their SP pool is cut down by one-fifth.
  • Blessed feel labored as spells cost twice the normal amount, and the active effects of their Artifacts are unusable.
{Mechanically, when you experience overuse (being affected by more than three potions in one day, and being affected by a potion in the 3 days afterwards), you must roll three separate d10, with each number corresponding to an effect from the above overuse table. For repeat numbers, reroll. You are then responsible for RPing out the consequences of overuse properly for the listed duration - 12 OOC hours.}
Healing Potions
It’s also important to note the limitations of healing potions - Infection Prevention Salve, Bruise Salve, Healing Salve, Regeneration Salve, and Broken Bone Salve. A single container of any of these works to heal, at most, an injury of 4 inches. This could be a 4 inch long cut or a burn with a diameter of 4 inches - larger injuries would require more than one container. Two containers would heal an injury of, at most, 8 inches, three would heal an injury of 12 inches, and so on and so forth.
General Anti-Toxins
Within Altera there exists a plethora of materials, some of which are easier to find than others, that can be used as a general anti-toxin to help overcome poisons. Examples would be; powdered pearls, powdered coal, and rosemary.


CHAPTER 7 - COMBINATIONS
In certain binds, alchemists and regular potion-users alike have found that combining two potions can produce wondrous results. The effects of one potion may offset the drawbacks of the other, they might both even work in tandem to counter each other's unsavory side-effects, or they’ll simply provide greater use at the cost of greater weaknesses. All the same, it’s equally - if not more - likely that the combination not only counteracts both potions’ effects, but further detriments the user with worsened drawbacks. Any two potions can be combined regardless of differing mediums (for example, drinking an Elixir and covering one’s skin with an Ointment). Using three potions together will immediately result in Overuse, while anything more will result in death (contact a DM for this).
Generally, combining potions is considered an advanced technique and requires the users to know the intricacies of what they are about to induce upon themselves; reading the Tome and memorizing the effects of an Elixir is easy, but theorizing the effect of mixing two together is difficult. The extent of possible combinations is much too lengthy to detail in this text, and most of the warnings proceeding them wouldn’t be heeded anyway - the burden of testing and finding use of combinations is left to curious-minded alchemists.
{Players are encouraged to make a Lore Ticket or utilize the FAQ to find the effects of their desired potion combination prior to use in RP. For research, a Ticket should be made. For general curiosity, the FAQ should be used. Most combinations are straightforward enough to predict due to the effects and drawbacks being clearly listed, but it’s important to run them through Lore and get an official answer - using combinations without proper Lore clearance will be considered misuse and will be reported to moderation.}
Credits
Electric for writing and formatting.
Jazzper for editing.
 
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CHAPTER 8 - RECIPES
The final piece of alchemy, and likely the part most eager students skipped to - really, it’s important to read from cover to cover, though. In the short while that the Crimsonwort mutation has gifted Altera with new possibilities, alchemists have reached out and grabbed for what they could; experimenting, analyzing, and balancing to draft the first fleet of potions, with many more viable to be discovered in the coming ages. Already, the horizon is bigger and brighter with more seeming achievable than ever was with the simple Nether Wart of old. These recipes are organized in order of difficulty, with the easiest presented first and the most tedious towards the end - with each is a full description of the effects and side-effects of the potion, as well other useful information. Each recipe has a unique alchemy circle drawn alongside it, so one can learn the recipe in both Common and the alchemists’ script. Students will find that while alchemy starts off as a herbal practice, it quickly delves into the mystical and the weird.
{ NOVICE }
BITTERBILE | ELIXIR
Appearance: This potion’s smell is difficult to discern, but the visual cues cast some doubt on consuming it - it appears thick and viscous, blackish-purple in color, and tastes like the aftertaste of some rather nasty vomit.
Effect: Bitterbile takes effect the instant it touches the inside of the mouth, causing the user to puke immediately. They double over, unable to stop or hold it in as they violently upturn whatever they had in their system. Curiously, the puke is stained black. The effect isn’t otherwise harmful, but the now-empty-stomached user is painfully hungry and with a horrible taste in their mouth. Their tongue and lips are stained black, and remain as such for the rest of the day.
Side-Effect: N/A.
Resources: Black Bryony Essence, Crimsonwort Essence.
BRUISE SALVE | OINTMENT
Appearance: The potion takes the form of a red-colored ointment and smells of cherries.
Effect: When rubbed over a bruise, the ointment slowly seeps into the skin and completely heals the bruise over the course of 15 minutes, leaving unbruised skin in its wake. It can also be applied to a bandage and used in that way.
Side-Effect: The potion is largely harmless, however it leaves the healed skin rather sensitive for the rest of the day.
Resources: Calendula Essence, Crimsonwort Essence.
COLD REMEDIUM | ELIXIR
Appearance: A caramel-colored liquid, tasting as sweet and delectable as it looks.
Effect: When drunk, the Elixir will relieve the user of any and all cold symptoms by the end of the day. It is not an instant cure, instead working slowly to nurse the user back to health. The potion is most commonly administered mixed in tea.
Side-Effect: The body’s energy is consumed at an accelerated rate, calling for a good night’s rest after the user is no longer sick - otherwise, they are lethargic and their alertness and reaction time is slowed.
Resources: Ginger Essence, Crimsonwort Essence.
4EE0A98E-A8C0-45A9-BBE7-8F713F8A8D28.png
[ Figure 4 - Crimsonwort Essence Circle ]

CRIMSONWORT ESSENCE | ESSENCE
Appearance: A blood-red gaseous-liquid, smoky condensation slowly rising off the top of the ethereal liquid.
Effect: Crimsonwort Essence serves as the basis for all alchemy, acting as the special ingredient that ties everything together.
Side-Effect: Consuming any Essence will cause sickness similar to food poisoning, resulting in nausea, vomiting, headache, and-or other similar symptoms.
Resources: Crimsonwort.
FEVER REMEDIUM | ELIXIR
Appearance: The potion is of a light brown shade, tasting and smelling of sweet vanilla.
Effect: After ingestion, the Elixir slowly cures the user of any and all symptoms of a fever over the course of the day. It is not an instant cure, instead working slowly to nurse the user back to health. The potion is most commonly administered mixed in tea.
Side-Effect: The body’s energy is consumed at an accelerated rate, calling for a good night’s rest after the user is no longer sick - otherwise, they are lethargic and their alertness and reaction time is slowed.
Resources: Chamomile Essence, Crimsonwort Essence.
FOREVER-BLOOM BALM | OINTMENT
Appearance: A pastel green ointment, soft and moisturous to the touch. It smells of mint, and if eaten, tastes of mulch.
Effect: When the balm is rubbed onto a plant or flower, it is preserved in that state forever. It remains looking as natural as it was before the balm, frozen in time and unchanged by weather and passing seasons.
Side-Effect: The plant’s scent grows weaker, and the plant loses all useful functionality - it becomes set in a stasis, only a beautiful sight. For example, a Mother’s Embrace flower would stay forever in bloom when the balm is applied, but loses all healing properties.
Resources: Chokevine Leaves Essence, Crimsonwort Essence.
GLAESWYRT POISON | POWDER
Appearance: Glaeswyrt Poison appears as tiny, odorless crystals similar to salt and emerald green in color.
Effect: Almost immediately after being consumed, the poison will cause a mild seizure (lasting 1 minute or less) and paralysis in the muscles of the extremities lasting 3-to-5 minutes. It would take an extraordinary amount of poison (6 containers or more, depending on the victim) to have a fatal effect: the seizures last longer, up to 5 minutes, leading to brain damage and in rarer cases, cardiac arrest as well. Due to the instantaneous nature of the poison, anti-toxins aren’t needed and have no effect.
Side-Effect: The toxin is generally non-lethal, can easily be detected if not disguised properly, and can be countered by general anti-toxins of any origin.
Resources: Glaeswyrt Essence, Crimsonwort Essence.
0E464BC5-0F22-4DE8-94C6-23EB36B2A61A.jpeg
[ Figure 5 - Hangover Remedium ]

HANGOVER REMEDIUM | ELIXIR
Appearance: The potion has a soft, pink color to it and smells of fresh flowers. It has a sour and bitter taste.
Effect: When drunk, it will rid the user of any hangover symptoms. Oddly, splashing oneself with it has the same effect.
Side-Effect: N/A.
Resources: Atfax Essence, Crimsonwort Essence.
INFECTION PREVENTION SALVE | OINTMENT
Appearance: The potion takes on the characteristics of a mundane salve; white in color and odorless.
Effect: The ointment is applied to bandages, which can then be used to wrap a wound. Upon contact with the wound, it will heat to a comfortable degree and provide some minor consolation. Mainly, though, it is used for its anti-infection properties: when applied to any wound, it will ward off infection. The potion will not heal the injury at all, and thus is not an adequate medical treatment - simply a catalyst that helps in the healing process after proper medical care. Due to its disinfectant property, it can be applied to patches of necrosis to halt the damage to a salvageable degree. This will not in any way heal the skin, only make it treatable by mundane means; the necrosis is now akin to a mundane burn and can be treated as such.
Side-Effect: N/A.
Resources: Prickly Ash Essence, Crimsonwort Essence.

STARLIT INK | ELIXER
Appearance: A translucent white ink laced with elusive purple streaks that are seen when swirled or briefly when writing. The bottle glows softly if brought under starlight.
Effect: When written upon a surface, the ink is briefly visible as a white sheen before being quickly absorbed and disappearing from sight completely unless viewed under starlight. When viewed under such conditions, the ink glows softly providing enough light to read by. Should the ink be used to tattoo skin, It will shed light equivalent to a candle for up to a week when under the effects of starlight before fading to a dull glow from then on.
Side-Effect: The elixir can only be viewed under the presence of starlight and remains undetectable if otherwise obscured.
Resources: Spirits Wail Essence, Wax Base, Crimsonwart Essence
Discovered by Kethron Heie

{ APPRENTICE }
AGING CREAM | OINTMENT
Appearance: A blush pink cream, resembling a mundane ointment in texture. It smells of roses.
Effect: Where applied, the skin will begin to wrinkle and change, aging before the user’s eyes. Within a matter of seconds, the area is aged and old in stark contrast to the rest of the skin. The effect can be used to disguise one as an aged version of themself. The cream lasts 1 hour or until washed off.
Side-Effect: Though the user’s skin changes, their voice and general mannerism do not. Without careful effort, an attempt at disguise is easy to see through. Additionally, the aged skin is more vulnerable to flaking off and being torn or cut easily, similar to regularly aged skin.
Resources: Great Burnet Essence, Crimsonwort Essence.
DRAUGHT OF DREAMING | ELIXIR
Appearance: An Elixir of swirling purple and blue hues, tasting bitter-sweet and bearing a faint, sweet smell.
Effect: With only a spoonful, irresistible drowsiness is induced upon the user as they quickly fall asleep soon afterwards. Though they’re quick to sleep, they’re equally quick to wake - the sleeper finds themselves immersed in vivid dreams, some good and some bad but both seeming entirely real and utterly fantastical at the same time. The sleep lasts 8 hours at most, however the user can wake at any earlier time (5 minutes, 2 hours, etc.) should they have a particularly nasty dream.
Side-Effect: Though the Elixir does provide rest to even the most restless souls, the sleep is filled with dreams that can be intrusive. Additionally, as a sedative, it can be unreliable as users may wake up earlier than expected.
Resources: Dreamvine Essence, Crimsonwort Essence.
FUMBLING FIZZ | ELIXIR
Appearance: The potion is bright yellow in color, tiny bubbles constantly forming and rising to the top before bursting, similar to a bubbly champagne. The potion smells citrusy, with a bitter taste.
Effect: Fumbling Fizz affects the user’s motor skills and balance. It takes effect after a few moments: the user begins to have trouble with their balance, unable to stand without teetering on the edge of falling over. The room begins to spin, a dizzying sight, and they can hardly grip a glass of water, let alone drink it without splashing themselves. Splashing oneself, however, isn’t the rude awakening the user may expect - any home-remedies won’t dispel the effect, which lasts for 5 minutes before quickly wearing off. Generally, the user is clumsy, finds it difficult to walk, stand, interact with objects, and may experience mild nausea. Even after the effect wears off, the user needs a few minutes to readjust, having just experienced five minutes of dizziness and almost baby-like motor skills.
Side-Effect: N/A.
Resources: White Snakeroot Essence, Crimsonwort Essence.

47CF4022-C495-4660-8A5C-7AF143B9B770.png
[ Figure 6 - Healing Salve Circle ]

HEALING SALVE I | OINTMENT
Appearance: The salve is a mysterious purple color and smells of flowers.
Effect: The purple salve is applied to bandages, which are then wrapped on a wound. Over the course of 1 hour, it will heal simple, non-life-threatening injuries. Example: a shallow cut from steel is healed, but a similarly shallow cut from glimmersteel is too complex to be healed by the salve. The potion only heals cuts and gashes, pulling the flesh together and repairing it from the inside out. A dark purple scar is left after the wound heals.
Side-Effect: The user feels irritating pain in the area being healed as cells rapidly regenerate. Before the salve (on a bandage, of course) is applied to the wound, it must be properly disinfected. Otherwise, the wound will reopen and begin to fester after healing.
Resources: Bloodvine Essence, Crimsonwort Essence.
MERCURIALIS POISON | ELIXIR
Appearance: A pale green liquid, almost clear but pointedly green. It absolutely stinks, giving off the smell of rotting fish.
Effect: Symptoms of poisoning start within 4 hours of consumption. The victim feels stomach and kidney pains, nausea which leads to vomiting, malar rash, and drowsiness. A larger dosage (more than one vial) will additionally cause lethargy, jaundice, and coma in a reasonable sequence (ie; lethargy and vomiting would occur before a coma). The poison is only effective when ingested, and is countered by usual anti-toxins of any origin, as well as any medicine that soothes the digestive system.
Side-Effect: Murcurialis Poison’s distinct smell is difficult to fully mask, and the poison isn’t potent enough to be lethal.
Resources: Dog's Mercury Essence, Crimsonwort Essence.
alchcircle.png
[ Figure 7 - Nostrum of Infertility Circle ]

NOSTRUM OF INFERTILITY | ELIXIR
Appearance: A jade green liquid, swirling energetically in its containment. Specs of brighter shades of green seem to dart through it, fleeting but undeniably present. It smells like a spring day personified and tastes like crisp apples.
Effect: The potion will work over a period of one week after it is consumed, repairing the user’s system to grant them the gift of fertility. Over the week, the body is prone to phantom bruising on the arms and legs. The user is also more susceptible to diseases and infections, their immunity weakened. These effects fade as the week comes to a close. True or not, rumor whispers that Nostrum of Infertility works even faster when mixed in tea, and thus, that’s become the traditional way of ingesting it.
Side-Effect: The potion does not provide a permanent mend, simply the opportunity for one child. After the user has had a child, their infertility will return, unbeknownst to them unless they are told.
Resources: Livewood Essence, Crimsonwort Essence.
ONEIRIC TINCTURE | ELIXIR
Appearance: A brownish-green liquid, tasting like sweetened herbal tea.
Effect: Oneiric Tincture induces drowsiness upon being drunk, allowing the user to quickly fall to a peaceful, dreamless sleep when they rest. The Elixir wards against intrusive visions of all types - Arcane, Divine, etc. - and makes waking up just the slightest bit harder to do. The effect lasts for as long as a full night of sleep and as short as a cat nap, dispelling the moment the user wakes.
Side-Effect: The drowsiness induced upon ingestion is akin to a hard day’s work’s worth of tiredness, which may affect different people differently. It does not unwillingly put the user to sleep.
Resources: Passionflower Essence, Crimsonwort Essence.
REVERIE | ELIXIR
Appearance: A black liquid with tiny specks of white sprinkled throughout it, like a reflection of the night sky. It tastes bittersweet, with smoky condensation rising off the surface.
Effect: The drug is a pathway into one’s past - a sip evokes memories of deepest emotion, each further sip realizing those memories more and more until they are no longer mere thoughts of nostalgia. Figures from the past manifest around them, their surroundings serving as a stage for the shadows of people that replay a memory or memories that the user specifically recalls - a wedding, a duel, even a meaningful conversation. Every sensation feels real too: the touches, smells, and tastes of that memory all come flooding back. Normally the user finds themself to be an outsider looking in on the memory, but drinking more than one vial’s worth further immerses the user; they slip into the shoes of their old self, right in the memory, and are even able to interact with the figures. The visit down memory lane lasts 30 minutes, the scene quickly fading and slipping from their grasp as the user comes back to reality.
{The experience is largely left to the player to craft; which memory is experienced and how pleasant or unpleasant the trip is, etc.}
Side-Effect: Forgotten memories cannot be brought to life, Reverie only manifests what the user actively thinks of. The drug is also dangerously addictive - the high of nostalgia is a bull most fail to conquer, leading them to come back again and again to Reverie, experiencing good days once more or torturing themself with painful memories. Habitual use causes one’s memories to start slipping away; names of friends are harder to recall as they start to be forgotten, the wedding experienced so many times through Reverie fades as well.
Resources: Ashen Bloom Essence, Crimsonwort Essence.
PURGING HEAT | ELIXIR
Appearance: A liquid that is teal in hue, and glows softly, feeling slightly warm even through glass containers. It smells and tastes of citrus.
Effect: When consumed, the initially pleasant taste is overtaken by the mild burning sensation on the tongue and throat. The veins of the body will begin to pulse in teal tones with the pace of the heartbeat after several minutes, before it becomes a constant dull glow and the body erupts in a hot sweat. It is such an intense heat that it causes temporary hallucinations and the heat can actively be felt by those nearby, but this heat purges sickness and toxins from the body over roughly five minutes from when the sweating began. This elixir can be used to remove alcohol from the system, flu and colds and other mundane sicknesses, and mild poisons. It can also be used to purge Ashen Blight and Skraags Touch. But it cannot remedy complex illnesses unlisted, Expert or Master poisons.
Side-Effect: Whilst they are free of their purged sicknesses and toxins after five minutes, they will feel relatively drained of energy for at least an hour and like their senses of taste, smell, and touch are all partially dulled down until they rest properly (at player discretion to the severity).
Resources: Mysantheum Essence, Crimsonwort Essence.
PHANTOM TOUCH | OINTMENT
Appearance: A deep, crimson coloured ointment that glistens strangely as blood might. It seems pleasantly cool to the touch even through glass containers. It smells of sandalwood.
Effect: When applied to the skin and left there for five minutes undisturbed, it begins to numb the area. The ointment can be washed or wiped away after the duration of time for it to work, and the skin seems stained a faint purple tone marking out just where it has lost most sensation. Whilst the target can feel a cold phantom of the touch there, they cannot feel any pain, and struggle to move the limb with it being very sluggish. After 1 hr, the numbness lifts and all sensation and pain returns to the patient. After 2hrs, the purple tone fades. One container is enough to cover roughly one limb, or the front/back of the torso.
Side-Effect: Once the ointment has worn off, pain returns rather quickly, and throughout the rest of the day they may experience spasms, twinges, or aches in the area it was once applied, even to the point of dropping held items or stumbling.
Resources: Sanguira Essence, Crimsonwort Essence.
POPPY MILK TONIC | ELIXIR
Appearance: The elixir appears almost indistinguishable to mundane poppy milk - creamy white in appearance with a bitter taste and intoxicating smell.
Effect: Milk Poppy is a potent painkiller. Upon drinking it, any and all pain in the body is dulled to nothingness for 1 hour.
Side-Effect: Crimsonwort further emphasizes a poppy seed's inherent narcotic properties, meaning that in addition to the exceptional analgesic effects, intense euphoria, drowsiness, relaxation, and-or sedation may be felt too. The addictive nature of these effects can lead to excessive use, which in turn can lead to the fatal effects of excessive opium use - a dangerous reduction in activity of the brain and nerves, causing anything from lethargy, to labored breathing, to even death.
Resources: Poppy Seed Essence, Crimsonwort Essence.
BRIGHTSPICE | POWDER
Appearance: A sparkling orange powder with the texture of fine flour. It carries a faintly herbal scent.
Effect: When an entire dose is ingested the user experiences senses twice as vividly as usual for one hour, able to detect minute sounds, sights, etc more clearly (represented by a +1 to Mind+Awareness). When used in cooking or otherwise sparingly mixed into food or drink, it makes senses more vivid when ingested and pushes flavors to the extreme. A good meal will taste excellent and provide a minor sense of euphoria, a bad one terrible. One dose can make up to a full meal for four people or lightly spice half a dozen drinks.
Side-Effect: Causes several hours of minor shaking and a dreariness as senses return to normal when a whole dose is ingested, and can be addictive after continued use.
Resources: Ashthistle Essence, Crimsonwort Essence
Discovered by Glomlir AbsentUser

{ JOURNEYMAN }
ACONITINE POISON | ELIXIR
Appearance: The potion takes on a clear visage with a noticeable purple tint to it, and gives off no smell.
Effect: The poison is a powerful neurotoxin and cardiotoxin, attacking both the nervous system and the heart. It must be ingested to take effect, but applying the poison to skin will lead to mild, temporary numbness in the area of contact. Symptoms of being poisoned - nausea, vomiting, or diarrhea followed by a painful burning and numbing sensation on the face and abdomen - manifest anytime within an hour of consumption. Within 2-to-6 hours of consumption, death occurs through cardiac arrhythmia: irregular, fast, or slow heartbeat is experienced and leads to chest pains and shortness of breath. Eventually, after fainting, death occurs. In their unconscious state, victims reach for their throat as if asphyxiated before succumbing, which makes death by Aconitine Poison easy to discern. In the case of a more fatal dosage (2 or more vials), the times are halved: symptoms appear within 30 minutes, and death occurs within 1-to-3 hours. The poison is countered by usual anti-toxins of any origin, as well as any medicine that soothes the digestive or nervous system. Curiously, Aconitine Poison is also countered by Belladonna Poison.
Side-Effect: The poison is not immediate, even though symptoms can show rather fast. This itself can be the undoing of the poison; the victim can, under normal circumstances, get the proper help needed to recover.
Resources: Wolfsbane Essence, Crimsonwort Essence.
AIR OF ACRIMONY | BOMB
Appearance: When contained, it takes the form of a royal purple liquid. It smells flowery, but it’s not advisable to take more than a momentary whiff.
Effect: When suddenly exposed to air, the liquid will almost instantly evaporate to form a royal purple cloud of gas. The gas lingers in the air for 5 rounds of combat (50 seconds) before beginning to break up and disperse, and is susceptible to natural or supernatural gusts. If breathed in, Air of Acrimony will cause blurriness, dizziness, and nausea in addition to even hallucinations of flashing lights and a loud droning sound in some cases - the effects are subtle at first, but get worse with each breath. The longer one stays in the cloud, the worse the disorientating effects get, and the harder it is to find one's way out.
Side-Effect: Possible self-infliction.
Resources: Toadstool Essence, Crimsonwort Essence.

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[ Figure 8 - Alchemist’s Acid ]
ALCHEMIST’S ACID I | ELIXIR
Appearance: The acid is a distinct lime green color, in between muted and bright. It’s thin in consistency, but has an odd stickiness to it and smells of burning.
Effect: When poured on flesh, Alchemist’s Acid will stick to it and seep into the skin, causing acid burns (comparable to second degree burns) - painful, but not debilitating. Immediately rinsing the affected area with water to wash off the Acid will lessen the burns. It isn’t overly potent: if poured on clothing, it will burn through the linen but not harm skin underneath. The Acid affects organic material and linen but not metal, and sustained acid burns must be treated similar to a second degree burn. One vial holds 2 fluid ounces or 60 milliliters.
Side-Effect: Not particularly useful on armored or even warmly-dressed individuals.
Resources: Tarwood Essence, Crimsonwort Essence.
BELLADONNA POISON | ELIXIR
Appearance: The liquid is inky-black in color, smelling and tasting like sweet berries.
Effect: When ingested, Belladonna Poison - chiefly a neurotoxin - will start to work within 1 hour of consumption. Symptoms include dilated pupils, sensitivity to light, blurred vision, tachycardia, loss of balance, headache, rashes, flushing, severely dry mouth and throat, slurred speech, confusion, hallucinations, delirium, and even convulsions. The intensity and amount of symptoms depends on the dosage. Fatal dosage (3 or more vials) will lead to death by cardiac arrest towards the end of the hour. The poison is countered by usual anti-toxins of any origin, as well as any medicine that soothes the nervous system.
Side-Effect: The color, taste, and smell of the poison can easily give it away if not concealed properly. Additionally, the poison is not typically fatal.
Resources: Deadly Nightshade Essence, Crimsonwort Essence.
BCD2F096-8421-468F-85AB-E2D2D2AF38A1.png
[ Figure 9 - Ecstasium Circle ]

ECSTASIUM | POWDER
Appearance: Depending upon minute inconsistencies when adding the ingredients, the power will take either a yellow, blue, green, orange, or purple color, always pastel in tone. It is odorless and tasteless.
Effect: The drug is most commonly taken by dissolving it in water, though other more adventurous methods of ingestion are possible. The effects last 30 minutes, and a 1d2 must be rolled to determine the nature of the trip.
1 - Good Trip: The user feels a rush as euphoria fills their mind and soul. A sense of well-being, invincibility, and confidence is paired with higher sensitivity, making them prone to irritation or anxiety quicker than normal. The pupils dilate, breathing and heart rate speed up, and the user is fully awake and alert, enough to act jittery and jumpy. The unsavory effects depend on the surrounding stimuli of the user, but in a comfortable environment, they are extremely freed of inhibitions to the point of being very social and willing to discuss and disclose personal information and private thoughts. Largely, the trip is enjoyable and an engaging experience for the senses.
2 - Bad Trip: The user’s pupils dilate as their breathing and heartbeat soar to an uncomfortable yet not life-endangering rate. They feel incredibly anxious and panicked, suspicious of the world around them, all the while experiencing physical symptoms such as their mouth drying out, their extremities shaking nervously, and impossible-to-satisfy itches all over. They may become prone to violence, but can be calmed by someone they are comfortable around. As with a good trip, the surrounding stimuli play a part in how seriously the effects manifest. In general, it’s a harrowing experience.
Coming down from either trip is similar in some ways, with the high swiftly dissipating. The sense of reality returns to the user rather quickly, the drug really only having hold for its duration and not the time after. After a good trip, the user feels relaxed and creatively inspired, meanwhile one recovering from a bad trip will find themselves drenched in sweat and unable to focus for a short while, their mind still processing the anxiety and panic endured.
Side-Effect: Ecstasium is not inherently addictive, however that leads many to the fallacy that repeated use comes without any cost. Regardless of whether the majority of one’s trips are good or bad, habitual use will slowly take a physical toll on them, as they take on a gaunt figure, their strength lessening and their alertness dulling. All that is paired with a debilitating sense of paranoia about the world around them. Another curious property of Ecstasium is its ever-intensifying nature. Each trip is more self-assuring or panic-inducing than the last, the strength of the effects escalating every time. This can put off some users for their own good, and unfortunately lead others to the path of detrimental, habitual use.
Resources: Magebloom Essence, Crimsonwort Essence.
ELIXIR OF AGILITY | ELIXIR
Appearance: A light blue liquid, with fleeting silver specs noticeable if observed closely. The Elixir has a subtle, sweet taste of berries.
Effect: Upon ingestion, the user feels a boost of energy surge through them as their muscles and tendons take on further elasticity. They are able to move faster than usual and can perform greater feats of agility, speed and flexibility. The effect can provide a reasonable edge in battle, as the user is able to avoid blows with greater speed and agility (roll an additional 1d6 for Evasion). With their general pace quickened, the user walks quicker and acts rather jittery, as if on a sugar high. They might stutter as they speak quickly and trip over words, bounce lightly on their feet, or drum their fingers - anything to get the extra energy out. This effect lasts 10 minutes.
Side-Effect: The downsides of Elixir of Agility scale based on what the user does under its effect. They experience fatigue ranging from light tiredness to complete exhaustion, and muscular aches ranging from a minor annoyance to debilitating pains rippling through the body. Engaging in a lengthy fight or chase will leave the user with drawbacks at the extreme end of the scale, but simply jumping a large gap (or even taking the potion and doing nothing) will leave them with the less intense effects (remove one 1d6 Evasion if rolled within 24h of consumption). If used extensively, the user’s muscles are repeatedly elasticized and relaxed, causing them to shrink in muscle mass and become weak and painful to exert.
Resources: Honeyflower Essence, Crimsonwort Essence.
HEALING SALVE II | OINTMENT
Appearance: The salve is a mysterious purple color and smells of flowers.
Effect: The purple salve is applied to bandages, which are then wrapped on a wound. Over the course of 1 hour, it will heal non-life-threatening injuries serious enough to require stitches. The potion can heal gashes and cuts from blades, as well as punctures from arrows, but cannot fix mortal wounds such as damage to the organs or cuts to major arteries. The wounded flesh is pulled together and healed from the inside out, with nothing but a dark purple scar remaining afterwards.
Side-Effect: The user feels intense pain in the area being healed as cells rapidly regenerate, as if their torn flesh is actively being pinched together. It is bearable, but nonetheless distracting. Before the salve (on a bandage, of course) is applied to the wound, it must be properly disinfected. Otherwise, the wound will reopen and begin to fester after healing.
Resources: Healing Essence II: Bloodvine & Chickweed, Crimsonwort Essence.
HYDROPHOBIC OIL | OIL
Appearance: A clear, gel-like substance that is viscous but not overly so. It bears no smell or taste.
Effect: When applied to an object, it will create a clear and rubbery hydrophobic coating around it. For example, a book coated in Hydrophobic Oil will incur no water damage in the ocean or even intense rain. When the object interacts with water, the gel coating will shimmer in an iridescent way, a rather beautiful sight. Additionally, Hydrophobic Oil is incredibly dense when applied and will cause objects to sink in water faster than they normally would. Though seemingly malleable in its texture and appearance, the hydrophobic membrane is incredibly protective. The coating remains for 1 hour or until scraped off.
Side-Effect: Once out of the vial and applied to an item, the potion forms a membrane-like coating that is impenetrable to most minor-to-moderate force; the coating cannot be rubbed away easily, almost actively refusing to come off until the hour is up. It can be scraped away if necessary, but that requires intense force and is likely to damage the item coated - be it a delicate leatherbound book, or even a sturdy steel sword. The coating is also surprisingly dense - a weapon coated in Hydrophobic Oil, for example, will be much harder to swing due to the weighty nature of the Oil.
Resources: Water Hemlock Essence, Crimsonwort Essence.
INFIRMITEM | BOMB
Appearance: The potion is a myriad of slowly swirling grey hues when contained. It smells distinctly old, like a room untouched for thousands of years.
Effect: When suddenly exposed to air, the grey liquid will almost instantly evaporate and leave a grey cloud in its absence. Those in the cloud begin to experience fatigue and find it extremely difficult to move - whereas before, throwing a punch was no big deal, it now requires considerable effort and strain to raise their arm, cock it back, and finally throw forward. Their strength is also seemingly depleted from them, as they feel utterly weak. All movement suddenly seems extremely costly to the body, and any prolonged motion will result in the person falling to the ground, unable to do much as they experience serious fatigue. Those in plate armor are affected even worse, due to the extra weight distributed on them. The cloud lingers for 5 rounds of combat (50 seconds) unless hindered by natural or supernatural gusts, and it takes a few seconds for the affected persons to recover completely.
Side-Effect: Possible self-infliction.
Resources: Spotted Elf Essence, Crimsonwort Essence.
POISON REMEDIUM | ELIXIR
Appearance: A light grey liquid, slowly swirling. It smells of smoke and ash.
Effect: An ice-cold bath is drawn, into which Poison Remedium is poured. Smoke rises off of the surface of the water as the potion spreads and tints it a cloudy grey color, also raising the temperature to an uncomfortably hot degree. The user must soak in the water for 10 minutes, at the end of which they will be cured of any lethal or non-lethal mundane poisoning.
Side-Effect: Due to the temperature, the user will sustain patches of second degree burns in various places across their body, and the inhalation of smoke may cause coughing and shortness of breath for the rest of the day.
Resources: Brooklime Essence, Crimsonwort Essence.
REGENERATION SALVE I | OINTMENT
Appearance: A tealish-blue cream with a soothing scent of salty ocean air.
Effect: The blue-hued ointment is applied to bandages, which are then wrapped around a cleaned or disinfected burn or frostbite wound. Over the course of 2 hours, it will repair minor frostbite or up to second-degree burns. For burns, the ointment will cool to a soothing degree as it heals the broken tissue, while for frostbites the ointment will warm to a comfortable degree. Arteries in the now-healed area adopt a dark purple color due to the regenerated cells, and are visible beneath the skin.
Side-Effect: The body is put into overdrive as the ointment accelerates the metabolism to create new cells and repair damage. This added burden causes physical fatigue which scales with the level of damage being healed - taking burns, for example: a first degree burn would cause the user some mild tiredness during the 2 hours, but a second degree burn would leave them in a rather lethargic state, with walking and small conversation being the most they can do without overexerting themselves. Additionally, the healing effect is constrained by the environmental temperature: the ointment does not work in freezing or overly hot environments. If one sustains a burn in the Ashlands, for example, the environmental heat will prevent the ointment from working.
Resources: Aloe Essence, Crimsonwort Essence.
RISUSTIOUS | BOMB
Appearance: A black liquid, resembling ink when bottled in glass. If held close to the ear, it’s said that you can hear quiet, mischievous laughter.
Effect: When it is suddenly exposed to air, the liquid will evaporate almost instantly and form a murky, black cloud that hangs for 5 rounds of combat (50 seconds) unless hindered by natural or supernatural gusts. Those in the cloud double over with uncontrollable laughter incapacitating them. The afflicted persons stumble about, making it harder for them to purposely leave the cloud, and making it harder for those on the outside to target them with ranged weaponry.
Side-Effect: Possible self-infliction.
Resources: Gazer Berry Essence, Magebloom Essence, Crimsonwort Essence.
SCOTOPIC ELIXIR | ELIXIR
Appearance: The potion takes the Elixir form, recognizable by its distinct mix of royal and dark blue hues. It has a funky taste, like pickled carrots, but carries a sweet, jam-like scent.
Effect: Scotopic Elixir will allow the user to see clear as day during the night and in the dark, additionally sharpening their perception and allowing them a more precise view of the world. As the potion takes effect, the user’s eyes begin to glow blue, making hiding in the dark almost impossible. The effect lasts 30 minutes.
Side-Effect: While the potion is active, the user is incredibly sensitive to light. Because of their already brightened vision, any source of light will be blinding - dimmer light sources like torches might disorient the user for a few moments, while stepping into a brightly lit room will cause them to see nothing but blinding, pure white until they get back to darkness, the brightness straining their eyes enough to give them a painful headache. Because the potion makes tiny adjustments to eyes’ sensitivity when consumed, continued usage can leave the unlucky user permanently blind during the day and with partial night-vision in the dark.
Resources: Gazer Berry Essence, Crimsonwort Essence.
PHANTOM TOUCH | OINTMENT
Appearance: A deep, crimson coloured ointment that glistens strangely as blood might. It seems pleasantly cool to the touch even through glass containers. It smells of sandalwood.
Effect: When applied to the skin and left there for five minutes undisturbed, it begins to numb the area. The ointment can be washed or wiped away after the duration of time for it to work, and the skin seems stained a faint purple tone marking out just where it has lost most sensation. Whilst the target can feel a cold phantom of the touch there, they cannot feel any pain, and struggle to move the limb with it being very sluggish. After 1 hr, the numbness lifts and all sensation and pain returns to the patient. After 2hrs, the purple tone fades. One container is enough to cover roughly one limb, or the front/back of the torso.
Side-Effect: Once the ointment has worn off, pain returns rather quickly, and throughout the rest of the day they may experience spasms, twinges, or aches in the area it was once applied, even to the point of dropping held items or stumbling.
Resources: Sanguira Essence, Crimsonwort Essence.
POPPY MILK TONIC | ELIXIR
Appearance: The elixir appears almost indistinguishable to mundane poppy milk - creamy white in appearance with a bitter taste and intoxicating smell.
Effect: Milk Poppy is a potent painkiller. Upon drinking it, any and all pain in the body is dulled to nothingness for 1 hour.
Side-Effect: Crimsonwort further emphasizes a poppy seed's inherent narcotic properties, meaning that in addition to the exceptional analgesic effects, intense euphoria, drowsiness, relaxation, and-or sedation may be felt too. The addictive nature of these effects can lead to excessive use, which in turn can lead to the fatal effects of excessive opium use - a dangerous reduction in activity of the brain and nerves, causing anything from lethargy, to labored breathing, to even death.
Resources: Poppy Seed Essence, Crimsonwort Essence.
ELIXER OF ECHOES | ELIXIR
Appearance: Swirling grey clear shimmering liquid that bubbles to the surface and vibrates faintly.
Effect: Once ingested a heavy lumpy feeling overtakes the throat, yet does not disrupt breathing, only causing mild discomfort. The consumer's voice will become amplified for 30 minutes. Anything they speak is easily heard from a great distance (yell chat). Their voice echoes, regardless of where they are. It will cause those with heightened sensitive-hearing irritation when near. The user is unaffected during the duration.
Side-Effect: After 30 minutes, a horrible thick oil will disolve in the throat, a disgusting taste to all. The vibrations caused from speaking causes the voicebox great strain which will take effect after the potions duration, making the voice hoarse for the next day or two depending on how much was spoken.
Resources: Shimmer Root, Midnight Cactus Essences, Crimsonwort Essence
Discovered by Lana Wake I am Wake

ABYSSAL ANATHEMA | ELIXIR
Appearance: Translucent, milky grey liquid with a near paste-like texture.
Effect: Ingestion will bolster defense's within the soul. The effects of the potion lasts for an hour after ingesting, allowing the consumer to be warded from fiendish-possessions. The effects additionally ward one of any fiend-related exorcism by lowering its DC by 2, at most.
Side-Effect: Sores around their chest will manifest on the body, regardless of the potion's success. If consumed more than once within the same day, an ache occurs within the soul, that of a hollow feeling. The boons of the potion will become null.
Resources: Birch Wood Essence, Crimsonwort.
Discovered by Lysander TheDeester


Credits
Electric for writing and formatting.
Jazzper for editing and coding.
Arcana Magic Intern Cranium Solus for ideas and additional help.
 
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ALCHEMIST’S ACID II | ELIXIR
Appearance: This more potent version of Alchemist’s Acid shares the same distinct lime green color of the lesser potion, falling somewhere between a muted and bright shade. It shares the watery-yet-sticky consistency and has an odd burnt smell about it. Bubbles form in the Elixir, rising to the top and bursting.
Effect: This version of Alchemist’s Acid is more powerful than the previous. When it makes contact with bare skin, it will stick to and eat through it, causing excruciating pain. If unhindered, it will eat through all layers of the skin, worse than a third degree burn and deep enough to draw blood and expose flesh. If it instead makes contact with linen, it will eat through the fabric and reach the skin, causing acid burns comparable to third degree burns. Promptly washing off the Acid can reduce the damage; in the case of bare-skin, acid burns comparable to second degree burns are sustained, and in the case of linen/clothes, the Acid will burn through but only leave acid burns comparable to first degree burns. The Acid affects organic material and linen but not metal, and all sustained acid burns must be treated the way their regular burn counterparts would be. One vial holds 2 fluid ounces or 60 milliliters.
Side-Effect: Not particularly useful on armored or even warmly-dressed individuals.
Resources: Acidic Essence: Tarwood & Royal Teeterer, Crimsonwort Essence.

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[ Figure 10 - Banishing Powder ]

BANISHING POWDER | POWDER
Appearance: A fine, white powder that is soft to the touch. It smells of burnt sage.
Effect: When sprinkled on the ground in a straight line, the powder will take effect without any visual cues. Creatures related to Jishrim and Skraag (spiders, Undead, Supernatural entities, etc.) are deterred and avoid approaching the user. If they are provoked and cross the line of Banishing Powder, it will catch on pure white fire and light the crossing entity or entities aflame. These white flames spread quicker than regular fire, incapacitating the creature(s) in a matter of seconds. After this, the powder is burnt up and the effect finished. Persons who are thematically related to Jishrim or Skraag (Vyres, Blessed of Jishrim or Skraag, possessed persons, etc.) feel a great sense of unease around the powder, instinctively deterred from crossing or going near it. The effect persists as long as they are near the powder (3 block radius), however it isn’t binding as they can overcome the feeling with some effort and cross the boundary without being burnt. If the Powder remains unburnt and undisturbed, it is effective for 1 entire day (24 hours). After the Powder is burnt, a clean, pure scent is left in the air.
Side-Effect: Banishing Powder will make a Jishrim Blessed (for example) momentarily hesitant to approach or cross the boundary, but ultimately doesn’t stop them from doing so. Although it keeps the user safe from the entities mentioned, provocation will make them overcome the deterrent.
Resources: Blooded Silver Essence, Crimsonwort Essence.
BROKEN BONE SALVE | OINTMENT
Appearance: Broken Bone Salve takes on a mulberry color; a dark, blackish purple.
Effect: The potion is applied to bandages, which are then wrapped around a broken or fractured bone. The ointment will seep through their skin to make its way to the bone, numbing the nerves in the area to make the healing process entirely painless for the user. A broken bone is completely healed over the course of 4 hours, meanwhile a fracture heals in 2 hours. Towards the end of the last hour, feeling begins to return to the area - it results in an incredibly excruciating, deep-rooted nerve pain that can make even the strongest man fall to his knees.
Side-Effect: The bone must be properly set in place before the ointment is applied, otherwise it may heal in a crooked manner. If the break has resulted in an open wound, that wound must be thoroughly cleaned before the potion is applied; if not, then the bone will heal but the surrounding wound will fester shortly thereafter. Additionally, the induced numbness means that the healing area or appendage is unable to be used properly, similar to how an arm is unusable when in a cast.
Resources: Wintergreen Essence, Crimsonwort Essence.
CHITINIPELLIS | OINTMENT
Appearance: The ointment bears a dark, blackish-brown color and is gritty to the touch, as if grains of sand are folded within it. It smells of the desert, an unidentifiable yet unremarkable nostalgia of sandy expeditions.
Effect: The user feels an extremely painful burning sensation where they rub the ointment, as if their skin is on fire. It ripples and bubbles, deforming over the course of 1 minute and hardening into overlapping chitinous plates. These plates are akin to those of Emperor Scorpions - blackish-brown in color and as protective as steel armor. Blows from sharp blades leave only scratches as the chitin shrugs them off with ease, but blunt or concentrated force (a strike from a war hammer, a direct stab from a sword) has the possibility of cracking and weakening the chitin. The plates stay for 1 hour before shedding. The end of the hour, when the chitin sheds, is not as painful as the first minute - the chitin starts to fall off and can also be peeled easily. The skin underneath, however, is red and incredibly sensitive, requiring an additional 1 hour to regenerate and recover from being deformed.
Side-Effect: The initial transformation is painful enough to debilitate the user for a full minute. Like on a Emperor Scorpion, the plates are segmented to allow movement, and as such, the small, inch-high gaps between them can be targeted with precise weaponry and careful aim. Additionally, the user is incredibly thirsty for the duration of the effect.
Resources: Emperor Scorpion Chitin Essence, Crimsonwort Essence.
CICUTA POISON | ELIXIR
Appearance: A yellow-tinted liquid, bearing a smell similar to carrots.
Effect: Cicuta poison is a neurotoxin, targeting the nervous system and the brain specifically. Symptoms start within 15 minutes of ingestion: the victim begins experiencing feelings of dizziness, drowsiness, confusion, and even abdominal pains in no particular order. Next, as the toxin overloads the brain with hyperactivity, they begin to seizure and drift in and out of consciousness. When not unconscious, they may hallucinate, feel dazed and confused, and experience numbness of the extremities. Death will occur 2-4 hours from consumption - the seizures (lasting less than 2 minutes each time) and moments of unconsciousness continue on and off for the duration, toward the end of which cardiac arrest or respiratory failure occurs. The poison is only fatal when ingested, however even contact with skin can lead to milder symptoms such as seizures, nausea, numbness, and hallucinations, simply due to the potency of Cicuta. For an even more lethal dosage (more than one vial), symptoms still start within 15 minutes, but death occurs within 1-2 hours. The poison is countered by usual anti-toxins of any origin, and by vomiting to clear the system. Sedatives will stop the seizures, but don’t counteract the poison’s other effects. Anywhere from days to months after being treated, restlessness, muscular weakness, twitching, and anxiety will persist, in addition to possible loss of memory of the poisoning and the events leading up to it.
Side-Effect: While incredibly effective for a poison, the waxing and waning effects up until death give resourceful individuals the opportunity to seek help or otherwise improve their situation. Additionally, while a regular dosage can be disguised with enough effort, it’s much harder to veil a larger amount of Cicuta Poison; the staining yellow tint and smell of carrots will surely stick out unless properly masked.
Resources: Water Hemlock Essence, Crimsonwort Essence.

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[ Figure 11 - Elixir of Strength ]
ELIXIR OF STRENGTH | ELIXIR
Appearance: A deep crimson colored Elixir, slightly viscous like cough medicine. It has a strong, vodka-like taste and smell.
Effect: Upon drinking the potion, the user feels superhuman strength course through their body. They are strained for 1 minute as their body adjusts - they grow a few inches taller and take on a more imposing physique as their muscle mass increases. With their newfound strength, they are able to fight with greater ferocity (roll an additional 1d6 for Might). To characterize it: the user can lift heavy objects and strike with more force. The effects last for 10 minutes and are to be RPed within reason - one could use the strength to lift a table with ease, but they can’t punch through a stone wall (though they could make a dent).
Side-Effect: The body endures an imbalance of hormones as it shifts to accommodate the new muscle mass. While under the effects of Elixir of Strength, the user is easily irritable and prone to anger or violent outbursts if provoked - they cannot discern friend from foe if they get into a rage from even the most minuscule provocation, unable to control themselves during their violent outbursts of anger. The Elixir cannot be used while in armor due to how the body grows, additionally, the user’s clothes are ripped or torn to the player’s discretion as they increase in size upon drinking the potion. Although the Elixir provides endurance, it doesn’t give the user increased protection or healing: they can continue to fight while wounded, feeling a fraction of the pain, but the physical aspects (bleeding out, being maimed) are still present. The user might not notice their wounds, but will quickly succumb to bleeding out mid-fight if they don’t get proper medical help. Due to its addictive nature as a means to a power trip, the potion can be overused and abused easily. If taken frequently, the user will grow permanently irritable and unstable, all the while they find their natural strength shrinking as their muscles and body deform from the frequent growth and shrinkage.
Resources: Amberleaf Essence, Crimsonwort Essence.
ENCASEMENT POWDER | POWDER
Appearance: A coarse and rough dark grey powder that smells of ash; the texture sand-like.
Effect: When introduced to water, the powder will expand and harden over the course of 5 seconds from tiny grey granules to solid stone. Throwing Encasement Powder on a wet object will cause the powder to instantly start bubbling up and hardening to form a 2-inch thick layer of solid stone around it. This does not harm the underlying object in any sense, but simply contains it in a stone cocoon and renders it much heavier. The stone must be broken or otherwise removed in order to free the target.
Side-Effect: The Powder will only work when in contact with water and can easily be self-inflicted if not handled with care.
Resources: Midnight Cactus Flower Essence, Crimsonwort Essence.

D595B626-1170-4809-A964-8223C778E260.jpeg
[ Figure 12 - Flammellis ]
FLAMMELLIS | ELIXIR
Appearance: The Elixir takes on a fiery orange tint and glows dimly, wispy smoke rising off of it. It smells of ash and tastes of ash, not particularly appetizing.
Effect: The potion burns as it’s drunk, causing the user considerable pain as their throat and mouth seem to light aflame. The pain only lasts a matter of seconds though, as the fire resistance effect takes over. The user’s skin thickens, growing rougher and rigid as it takes on a hardened appearance, like tanned leather. This thickened skin grants the user a passive resistance to intense heat; they can walk comfortably in the Nether in regular clothing for example. They also endure attacks from fire with great protection: flames lick at their toughened skin without harming them, they simply feel the warmth. Environmental heat does not degrade the natural armor, but fire-or-heat-based attacks do - as it endures more attacks, it becomes weaker. The skin is as tough as an Earthspawn’s, so they may enjoy mild protection in combat, however, the effect is concentrated on fire protection and not protection from force. Will last up to one hour or long enough to defend against five fire based attacks, and at the end the skin simply returns to normal without complaint.
Side-Effect: Thickening the skin causes the user to lose much of their flexibility, and they are at a disadvantage for actions concerning agility. The potion is detrimental if the user is wearing armor: their skin expands and presses uncomfortably against the containment, making movement impossible unless the armor is taken off. The fire protection gets weakened with each burst of fire endured - depending on the intensity of the flames and the DM’s discretion, it may take 3-5 instances to completely deplete the effect. Additionally, the potion locks the body from taking in heat from outside, so the user is extremely vulnerable to cold attacks and the environment - taking Flammellis in the tundra is a deathwish. Repeated use will cause the user’s skin to degrade and permanently take on a hardened appearance, and they will lose the ability to maintain their body temperature in harsh environments.
Resources: Tarwood Essence, Crimsonwort Essence.
GREYLING POISON | ELIXIR
Appearance: A murky grey liquid, as if a vial of dirty grey water.
Effect: Upon contact with the bloodstream, immediate and localized paralysis that increases in intensity over the course of 30 seconds is induced, beginning as numbness and resulting in paralysis. The potion quickly dilutes in the body as it is absorbed by the muscle it seeks to paralyze, the paralysis lasting one minute. If the body is subject to more than one dose, the poison instead spreads throughout the body via the bloodstream. In this case, the effect begins localized before the entire body becomes weakened and uncoordinated over the course of one minute, the ensuing paralysis lasting one additional minute. The poison works as described on humanoids of all shapes and sizes. However, the poison immediately takes effect and paralyzes nearly the entire body when used on small game animals (anything smaller than a doe). On creatures larger than a humanoid, there is no practical way to double or otherwise amplify the effects and still have it work as intended.
Side-Effect: On creatures larger than a humanoid, there is no practical way to double or otherwise amplify the effects and still have it work as intended.
Resources: Grey’s Teeth Essence, Crimsonwort Essence.
INVISIBILITY OIL | OIL
Appearance: A clear, viscous liquid that shimmers upon catching the light.
Effect: To apply Invisibility Oil, a fibrous item such as a cloak or another article of clothing must soak in it for 5 minutes, during which the oil seeps into the fibers of the cloth, imbuing it with new, temporary properties. After 5 minutes, the item and the liquid seem to have disappeared - in reality, the potion has been absorbed and the item is now invisible. It can be interacted with like normal, allowing one to touch and wear it, but the user is completely hidden from sight when entirely covered by an item imbued with invisibility. The cloth becomes akin to a magical mirror, perfectly reflecting light from its surroundings and preventing any warpage or anomalies - due to this property, light-based Arcane and Divine spells may fail or even rebound off the surface, depending on the effect. The potion may also be applied to solid objects or skin if desired, but these aren’t capable of absorbing the Oil like cloth: objects turn perfectly invisible when coated with Oil, however it can easily be wiped off and smudged, making it more a parlor trick than reliable camouflage. The effect lasts 1 hour, at the end of which the invisibility will quickly fade away.
Side-Effect: Since the invisible article of clothing reflects light in order to stay hidden, very little light gets inside. This leads to terrible visibility: one can only see 5 meters (5 blocks) around them, anything further is a dark and mangled blur. Any light sources inside the item (such as a lantern or torch) will be reflected indefinitely, causing the user temporary blindness with a risk of eye damage based on the intensity of light - regardless, light inside the item doesn’t travel outside, meaning the visibility cannot be extended this way. In addition to being highly flammable, the item doesn’t mask sounds in any capacity.
Resources: Shimmer Root Essence, Crimsonwort Essence.
NEVERLIE INK | ELIXIR
Appearance: A pitch-black ink, laced with threads of gold similar to filigree.
Effect: When used to write intentional falsehoods or lies, the ink will bleed and smudge together when it dries, effectively obscuring the written lie while every other word or sentence remains untouched. Should the ink be used to tattoo skin, the black and gold design will burn with the intensity of a red-hot branding iron whenever a lie is uttered. After 24 hours, the ink seeps out of the skin and can be wiped off, leaving - if the user had lied - a brand-like mark in the shape of the design. Ingesting the ink causes a similar effect, however it only lasts for 12 hours - any falsehood uttered will cause an extremely painful burning sensation in the mouth and throat, like hot coals being swallowed. After the 12 hours, the user will regurgitate the ink and be left with - if they lied - a sore and burned mouth and throat. One vial of Neverlie Ink is enough for a full page of writing or a palm-sized tattoo.
Side-Effect: The Elixir can only ‘detect’ intentional lies; if the user doesn’t know they are lying, the effect will not kick in.
Resources: Emberlark Feather Dust Essence, Crimsonwort Essence.
1E893D96-89A8-4345-97C8-3E1E7850341E.png
[ Figure 13 - Phobiaura ]
PHOBIAURA | BOMB
Appearance: In its stable form, the potion is a murky, yellowish-brown liquid that has a distinct, dirty smell. If too big a whiff is taken, it feels as if one’s throat is closing in on itself, the ability to breathe gone - but only for a moment.
Effect: When it is suddenly exposed to air, the liquid evaporates almost instantly, leaving only a cloud of murky, yellow-brown gas. If unhindered by natural or supernatural gusts, the gas lingers for 5 rounds of combat (50 seconds) before dispersing. Anyone caught in the cloud of Phobiaura will begin experiencing shortness of breath as their airways constrict, almost choking as they gasp for breath. That’s the least of their worries, though. As the gas takes effect, they begin hallucinating in paranoia, their deepest and darkest fears vividly brought to life around them in horrific ways: an arachnophobe sees spiders crawling in and on them, meanwhile someone claustrophobic experiences the world closing in on them without warning. People who’ve experienced Phobiaura’s effect report having nightmares centering on their fears for at least a few days after inhaling it. If exposed to it too often, it can slowly drive them to insanity as they become trapped in a world full of hallucinations of terror, in addition to causing permanent respiratory issues.
Side-Effect: Possible self-infliction.
Resources: Ashen Bloom Essence, Magebloom Essence, Crimsonwort Essence.
REGENERATION SALVE II | OINTMENT
Appearance: A tealish-blue cream with a soothing scent of salty ocean air.
Effect: The blue-hued ointment is applied to bandages, which are then wrapped around a cleaned or disinfected burn or frostbite wound. Over the course of 4 hours, it will repair any severity of frostbite or burn damage. For burns, the ointment will cool to a soothing degree as it heals the broken tissue, while for frostbites the ointment will warm to a comfortable degree. Arteries in the now-healed area adopt a dark purple color due to the regenerated cells, and are visible beneath the skin.
Side-Effect: The body is put into overdrive as the ointment accelerates the metabolism to create new cells and repair damage. This added burden causes physical fatigue which scales with the level of damage being healed - taking burns, for example: a first degree burn would cause the user some mild tiredness during the 4 hours, but a third degree burn would leave them in a rather lethargic state, with walking and small conversation being the most they can do without overexerting themselves. Additionally, the healing effect is constrained by the environmental temperature: the ointment does not work in freezing or overly hot environments. If one sustains a serious burn in the Ashlands, for example, the environmental heat will prevent the ointment from working.
Resources: Powdered Aloe Vera & Lavendar, Crimsonwort Essence.
black-pepper-powder.jpeg
[ Figure 14 - Scent of Undeath ]
SCENT OF UNDEATH | POWDER
Appearance: A black powder, sand-like in texture. It smells absolutely putrid, as if you just stumbled upon a crypt full of Undead.
Effect: When burnt, the powder will give off smoke which acts as a ward against the Undead. Those who are near the burning powder are paid no mind by any Undead around them. Though it can be used to pacify attacking Undead, provoking them while the powder burns will cause the tranquility to break. One portion of Scent of Undeath will take 5 minutes to burn up completely, and - in contrast to the powder - the smoke bears no smell. The Powder affects zombies, spirits, and other thematically-undead creatures, with no effect on Vyres.
Side-Effect: The smoke will instantly snuff out any mundane light around the user (5 block radius), making the tiny, candle-like flame the only source of light available. As long as the smoke burns, torches and lanterns cannot be lit due to the smoke hindering them. Supernatural (Arcane, Divine) sources of light are dimmed to a near-useless level, the smoke crowding and blocking them out. As mentioned, the effect disperses should the Undead be attacked; in this scenario, the Undead are more relentless and deranged in their attack, the sudden appearance of the user seeming to send them further into a primal state of hunger.
Reaources: Rosemary Essence, Crimsonwort Essence.
8C12E47E-17D3-4A02-BB9B-09EA0FA8D5B4.jpeg
[ Figure 15 - Water Breath ]

WATER BREATH | ELIXIR
Appearance: A shimmering, greenish-blue liquid. It’s viscous and smells of seaweed.
Effect: Upon consuming the potion, the user will feel odd, tingling sensations throughout the body. Over the next 10 seconds, they’ll transform in various physical ways as they adopt a more amphibious form: gills form on their cheeks and the sides of their body, appearing as thin slits which quickly develop into the complex structures needed to process oxygen from the water. They also grow webbing between their fingers and toes, and lose the ability to blink. Lastly, their skin is now naturally slick and slippery like an amphibian’s. Everything combines to grant the user the ability to breathe and see clearly underwater, and greater mobility in water. These attributes last for 1 hour, towards the end of which they begin to revert back to a land-friendly form with the same tingling sensation.
Side-Effect: The potion will not grant the user the ability to swim if they don’t already know how to. On dry land, they have immense trouble interacting with items due to their webbed hands, and their visibility is severely limited - they can only see clearly up to 5 meters (5 blocks) around them, anything past that is an increasingly worse blur. Additionally, it’s impossible to breathe in air due to their amphibious enhancements, so in order to remain on land, they must douse their gills (either facial or bodily) with water every few minutes - failure to do so will result in them choking to death due to lack of oxygen. The potion also leaves the user especially vulnerable in extreme temperatures: they will experience heat stroke or hypothermia much quicker than normal if not in water in these extreme areas.
Resources: Bubble Kelp Essence, Crimsonwort Essence.
{ MASTER }
ALCHEMIST’S ACID III | ELIXIR
Appearance: It bears the same distinct lime green color of Alchemist’s Acid I and II, falling somewhere between a muted and bright shade. The consistency is watery-yet-sticky and it has an odd burnt smell about it, and in addition to bubbles that rise to the top and burst, wispy condensation rises off of the surface, eventually corroding any container it is put in.
Effect: Upon making contact with bare skin, this most refined variant of Acid will viciously burn through flesh, down into the muscle - it takes a matter of seconds to do its damage and dissolve, by the end of which the victim is left with a chunk of their flesh missing. If not treated correctly, the wound will easily bleed out. This version of Alchemist’s Acid is incredibly powerful, and the effect is not lessened in any way regardless of whether the area is clothed or not. If it is immediately washed off with water, or if the victim is in thick clothing (such as a gambeson), the effect is that of Alchemist’s Acid II on bare skin. One vial holds 2 fluid ounces or 60 milliliters.
Side-Effect: Although this version of Acid will melt a centimeter’s worth of steel, it is still not particularly useful against armored individuals.
Resources: Acidic Essence: Tarwood & Royal Teeterer, Thornpest Essence, Crimsonwort Essence.
2229C35A-7D06-4466-963A-56BB279A3EA9.png
[ Figure 16 - Alchemical Fire Circle ]

ALCHEMICAL FIRE | ELIXIR
Appearance: A bright blue liquid that swirls in its containment ecstatically. A vial of it is slightly warm to the touch and smells distinctly acidic.
Effect: The liquid can be ignited by a spark or brief contact with an open flame, causing bright blue flames to burst from the liquid. The flames will consume the surface they inhabit as if Alchemical Fire is an extremely corrosive acid. It can eat through half a block of a single material each round, before consuming the next material that venture into the flames. If it has no more matter to fuel it or extreme cold is applied, the flames die out. The use of water will spread out the flames like an oil fire, while applying a constant flame will burn up the alchemical fire within seconds. One vial is able to cover 2 square meters of area (2 blocks total), but one use requires one vial's worth.
Applying Alchemical Fire to metal causes it to burn for as long it is not displaced or smothered, but as a direct result loses its acidic properties after ten rounds of combat. It can be transferred from one metal object to another through direct contact, displacing the Alchemical Fire to the next object but putting the original fire out and reducing its surface area by a fourth.
Side-Effect: N/A
Resources: Fademoss Essence, Crimsonwort Essence.
FIREBREATH | POWDER
Appearance: A dull orange Powder with the consistency and appearance of tiny crystals. The powder tastes candy-like and has a citrusy smell.
Effect: The effect is achieved in a curious way: the user must hold Firebreath in their mouth for a few seconds, where it will begin to uncomfortably fizzle and pop. Without gulping it down, they start to feel fizzing gas filling their mouth. Like an unstoppable sneeze, they’ll suddenly expel the gas as their mouth is thrown open, only instead of gas or the orange crystalline powder, a large plume of flame is released, 0.5 meter in diameter at the furthest end, and 3 meters long. Like regular fire, it can burn an opponent or creature, light flammable material, or extravagantly melt ice. The user will periodically cough up smoke for the rest of the day after using it.
Side-Effect: If not properly aimed and planned, the uncontrollable burst of fire could easily roast friends rather than foes, or start a structural or forest fire. If the user happens to swallow Firebreath before expelling the gas - a common mistake for those who don’t know how to use it - they will find themselves immediately nauseated and promptly throw up. The mistake causes them detrimental fatigue for the rest of the day. The powder is held in close proximity to the vocal cords, and so causes them temporary damage: after exhausting one use, they lose their voice for 1 hour and after two uses, 6 hours. Continued usage will cause respiratory problems as the lungs are contaminated, as well as permanent loss of voice due to damage to the vocal cords.
Resources: Emberlark Beak Essence, Crimsonwort Essence.
HEALING SALVE III | OINTMENT
Appearance: The salve is a mysterious purple color and smells of flowers.
Effect: The purple salve is applied to bandages, which are then wrapped on a wound. It will immediately begin to stabilize fatal wounds, staunching them over the course of 1 minute. Then, taking 4 hours in total, it will slowly heal the underlying injury, no matter how fatal. Anything from slit throats to mutilated organs are healed perfectly with nothing but a dark purple scar remaining afterwards. If applied to a stump after an appendage is cut off, it will successfully stabilize the wound and then heal the area in 4 hours (but not regrow the limb).
Side-Effect: The ointment has no pain-numbing effect, something that is ultimately quite detrimental: the user must endure an extreme amount of pain as their flesh is regenerated and fused together, especially concerning healing organs. They must rest for the full 4 hours it takes for the ointment to work since anything more than talking is too costly for the body, and even after the wound heals, it will take 1 hour for the pain to wear off slowly. No matter what painkillers are used, the effect is not subdued, simply because of how Healing Salve works. If the user attempts to grit through the pain instead of rest, the ointment will fail to work and the wound will start bleeding out again, requiring immediate medical attention. Before the salve (on a bandage, of course) is applied to the wound, it must be properly disinfected. Otherwise, the wound will reopen and begin to fester after healing.
Resources: Healing Essence II: Chickweed, Bloodvine, Mother's Embrace, Crimsonwort Essence.
MAGIC NULLIFICATION GAS | BOMB
Appearance: In liquid form, it looks to be an inky charcoal grey liquid with dark-red hues visible if observed closely.
Effect: When it is suddenly exposed to air, the liquid will evaporate almost instantly to create a charcoal-grey cloud in the air, with lightning-like flashes of dark-red in it. Its cloud will remain for 5 rounds of combat (50 seconds) if unhindered by natural or supernatural gusts. Any Mage or Divine Blessed caught in the cloud feels greatly hampered, as if the gaseous cloud is actively draining their ability to cast. While in the field, it nullifies a mortal's ability to cast any active spells, clouding their connection to their sources of magic while inside it. The cloud can be dismissed by any outer interference of spells or natural elements, allowing it to dissipate. It can also be evaded by a succesful Body + Evasion contest against the user's Body + Ranged.
Side-Effect: It crates a non detrimental sense of lethargy to those affected.
Resources: Volatile Obsidian Essence and Starblood Essence, Crimsonwort Essence.

37602D8D-F0BF-4917-B603-975AE4AE5089.png
[ Figure 17 - Magic Nullification Gas Circle ]
VENGEFUL ESSENCE | OIL
Appearance: Vengeful Essence is a clear oil with a noticeable red hue to it at certain angles. It smells distinctly of iron - blood-like, even.
Effect: The Essence is brewed using blood from a specific creature, giving the potion its reddish hue. It is then applied to a weapon, seeping into the metal and imbuing it with a barely visible red tint, one that is more noticeable when it catches the light. The weapon will strike with more fury against the creature whose blood it is imbued with; cutting deeper and causing wounds which bleed out twice as fast as normal, additionally inflicting excruciating pain upon the creature, enough to stun it in dire circumstances. Essentially, if Vengeful Essence is brewed using Gryphon blood, a weapon coated in it will have the aforementioned boons while fighting Gryphons. The effect lasts ½ day (12 hours). And no, Vyres cannot use this as a substitute for blood.
Side-Effect: It does not work against mortals of any kind, only the fearsome creatures of Altera. Creatures of the same blood used in the Vengeful Essence will be able to smell and track the weapon - and by proxy, the user - like another of their kind. However, the user is perceived as hostile and hunted rather than treated like kin. For example; if an item is treated with Vengeful Essence of a Wendigo, Wendigos will be able to track it as they feel compelled to hunt down the user.
Resources: Cat's Claw Essence, Animal Blood Essence, Crimsonwort Essence.
STERLING BLOSSOM | ELIXIR
Appearance: This elixir is a milky teal-cream tincture with a sweet, gentle aroma.
Effect: When an Archblossom Fruit is dried and crushed into a moist powder, it becomes an ingredient in this Elixir. When mixed with Crimsonwart, it corrupts the properties of its purity and allows many walks of life to consume it. Once ingested, the figure will feel the weight of their burdens lighten. A feeling of warm bliss spreads throughout them. Traumatic memories will become pushed to the back of one's mind, close to forgotten and they become re-invigorated. It begins to mend a part of one's soul from the trauma it has undergone. They can additionally recall a lost childhood memory or remember a forgotten purpose to focus onto. The process itself may not be instant- but can occur slowly over hours to days.
Side-Effect: Drinking more than one Elixir may push the user to the brink of drowsiness and sleepiness. They become so caught up in a burst of bliss that it may possibly exhaust them and knock one out for several hours.
Resources: Archblossom Fruit Essence, Crimsonwort Essence.
FIENDISH WHISPER | ELIXIR
Appearance: A vial of shimmering blue and teal hues with crimson flakes churning within. It is warm to the touch, and smells of citrus.
Effect: Once consumed, the veins throughout the body take on a vibrant teal-blue color that extends to the eyes, mouth and hands with more intensity. Within them, an Infernal corruption takes root and for the next 1hr they find they can understand, read and speak the Infernal language. In addition, their minds temporary unlock an understanding to demonic knowledge with a +1 to Lore rolls related to the Hellscape.
Side-Effect: The potion that courses through their body brings with it an intense heat that reaches a crescendo after its duration in which it is so hot they experience a fever. Excessive use risks changing the eyes, parts of the mouth, or even fingertips with a blue hue as if it has began to stain the very veins themselves. Using it more than two times a day makes one's soul vulnerable to a Fiendish possession while in the Hellscape.
Resources: Mysantheum, Magebloom, Crimsonwort Essence
Discovered by Melarue Lydril Elz
TRUE PHANTASM | ELIXIR
Appearance: A vibrant violet liquid, seeming to glow a light teal from within. It smells deceptively floral, but has a taste like hot gravel.
Effect: When an entire vial is consumed on an empty stomach, the user's senses undergo an intense amplification that results in a momentary surge of sensory information. Over the course of 1 minute, the user’s heightened senses allow them to detect traces within an area — subtle scents, faint echoes, or other clues that paint a larger picture that might have altered the location from when they last remembered it. The user can experience it in blurry visions of silhouettes dancing through a dust storm and what they may have been doing. People and creatures might be identified through distinguishing features, but one would not recognize a stranger. The more time has passed since the user was last familiar with the area, the blurrier the vision is, until it cannot be recognized or seen.
Side-Effect: After the potion’s initial effects have worn off, the user is left with mild hallucinations that may distract them from what they are doing. Strange sounds, familiar smells, movement in the corner of their eye, and so on. These last for 15 minutes, and awareness rolls are done with a step of disadvantage. Overindulging will cause permanent damage to one’s senses- three or more vials. In extreme cases of severe overdosing, a dream-induced death is possible - five vials.
Resources:Ashen Bloom Essence, Ashthistle Essence, Crimsonwort Essence
Discovered by Quill Emiryn Juvix_


Credits
Electric for writing and formatting.
Jazzper for editing and coding.
Arcana Magic Intern Cranium Solus for ideas and additional help.
 
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CHAPTER 9 - BOTANY
From new Herbalists to experienced Botanists, the Alchemist dabbles closely with herbal ingredients of many kinds. The more one learns within this profession, the broader their skills can reach within the art of botany. Alchemy expands with a new addition as Botany merges within it, allowing balms, salves, tinctures, ointments and other products made of flora. The following is a summary of flora ingredients, taken from their lore pages, that specify which path they are more potent and useful in.​
In order to make each of these ingredients, one requires a base:​
  • Wax Base (salves) = Bee Wax
  • Esssential Oil (tinctures) = Rosemary
  • Essential Wax Oil (ointments) = Rosemary + Bee Wax
Generic Mixtures: External products, Liquid & Creamy
Generic Liquid Mixtures - Perfumes, fluid pigments, (coloured) oils, liquid adhesives and liquid grease, etc.​
Generic Creamy Mixtures - Medieval equivalent to makeup, solid dyes, solid grease/fat, etc.​

Salves & Balms: External product, Thick & Creamy
Aloe - A clear tint. Heals burns, skin infections, heals scars, eases bruises​
Bioluminescent Lichen - A yellow tint. Aids against swelling​
Chickweed - A purple tint. The leaves and stems of this plant can be made into an ointment to treat burns and minor cuts.​
Lavender - A purple tint. The plant is also useful in treating burns, as well as cleansing small cuts, and ulcers of the skin and mouth.​
Ointments: External product, Thick Liquid & Oils
Volbus Chelak - A red tint. When this plant is crushed, it can be used as a salve to soothe burn wounds and blisters.​
Black Brony - A black tint. Treats bruises, torn muscles, and sprains​
Yellow Dock - A green tint. The stems and roots of the plant can be made into an ointment or paste that is a powerful cleansing agent.​
Witch Hazel - A yellow tint. The leaves and bark of this plant have anti hemorrhagic qualities.​
Tinctures: Internal product, Liquids
Brooklime Tincture - A light-gray tincture. The juice of the brooklime plant is used for reducing urine output; and for treating constipation, liver complaints, severe diarrhea, lung infection, and bleeding gums.​
Faeblessing Green Juice - A green tincture. If the flowers are collected and made into a paste, it has a consistency of honey and is known as ‘Green Juice’. Drinking it will ease headaches​
Rosemary - A white tincture. The plant has medicinal qualities to soothe the digestive system, as well as its qualities as a herb in food.​
Cat’s Claw Root - A yellow tincture. When taken by mouth the root has anti-inflammatory properties.​
Turmeric - An orange tincture. The stems have also been long used for its anti-inflammatory properties.​
Teas - Medicinal Tea
Sage Tea - Garden Sage brewed hot will create a beautiful aroma from this tea. It eases sore throats and carries anti-inflammation properties.​
Peppermint Tea - A warm brew of this tea carries a strong, minted scent. It aids in sore throats and digestion issues. It will also bless the drinker with carrying the natural scent of mint and fresh breath over time.​
Rosemary Tea - Upon a decent brew of hot water and Rosemary, the earthy scent of this brew is strong. This tea carries medicinal properties that aid in digestion issues and stomach aches.​
Turmeric Tea - The orange tinted tea will help the drinker support their immune system against minor colds and illnesses. It also carries anti-inflammatory properties.​
Wintergreen Tea - Once the berries and leaves are stewed in hot water, the drink carries a strong yet subtle aroma. They can alleviate aches, pains, sore throats and rheumatic symptoms.​
Witch Hazel Tea - Once the leaves of the witch hazel are steeped, a clear colored brew of this drink carries a scent of the woods. The drink carries anti hemorrhagic properties.​
Ginger Tea - A brew of this tea is a staple in many southern homes. It aids in nausea, common colds and the more potent kinds help with hangovers. Its other properties include helping with upset stomachs and relieving menstrual cramps.​
Chamomile Tea - A decent warm brew will cause the body to ease the muscles out of anxiety and stress. A routine of drinking this brew of tea will aid in healing one’s menstrual cramps and similar ailments of its nature.​
 
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