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.
[ 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.
[ 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.
[ 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.
[ 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
{ 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.
[ 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.
[ 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
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.