Alchemical Preparations

This page lists the commonly known alchemical preparations which can be learned by Alchemists, along with their names in the vernacular. Potions of up to size two are generally available to buy from the Alchemists' guild at a cost of 10Sh. per size. Alchemicals marked with a star may be harder to get a hold of, or may raise serious questions about why you are trying to aquire them or what you are doing carrying them around if you are caught.

Please note that the alchemical system has been significantly revamped and hence should be considered to be in beta. If things are found not to work as expected it is subject to change. It is much more likely that in the case of any changes alchemy will become less effective rather than more effective.

Combat Alchemy

Healing

Healing Potions

Size 1 – Ointment: CURE 1
Size 2 – Tincture: CURE 3
Size 3 – Remedy: CURE 5
Size 4 – Salve: CURE 7

Purges

These preparations cause the alleviation of alchemical effects by removing the alchemical from the body. In general, this is an unpleasant experience, and applying them in public spaces (especially without good ventilation) is a major faux-pas! The more powerful the purge, the more violent the reaction of the imbiber.

Size 1 – Inducer: PURGE 1 ALCHEMICAL
Size 2 – Purgative: PURGE 3 ALCHEMICAL
Size 3 – Laxative: PURGE 5 ALCHEMICAL
Size 4 – Emetic: PURGE 6 ALCHEMICAL

Cure subdual damage

Size 2 – Balm: cures 10 points of subdual
Size 3 – Lotion: cures all subdual damage
Size 4 – Wax: cures all subdual damage and makes you immune to subdual damage for 5 minutes.

Death ward

This will prevent death while the potion remains in your system, similar to the Preservation miracle. If you have any locations bleeding when you take this potion, the bleed count is paused, and will resume when the potion wears off.

Size 3 – Ward: may not die for 5 minutes
Size 4 – Life Potion: may not die for 5 minutes; in addition, no location may be started bleeding during this period.

Delay

These will affect alchemical effects which are in your system, but not those so well rooted as to be an INFLICT.
Size 2 – Stalling mixture: potions will remain inert until 5 minutes after activation, but may still be consumed within that time - their effect will be delayed.
Size 3 – Proof: removes all alchemical effects (that are not INFLICTs) from your system and person - this will prevent the onset effect of standard venoms and poisons

Venoms

Blade venom

These will stay on the blade for up to 5 minutes

Size 1 – Hunting Venom: add +1 degree of VENOM damage to next 2 blow
Size 2 – Improved Hunting Venom: add +1 degree of VENOM damage to next 4 blows
Size 3 - Assassin's Venom* +1 degree of VENOM damage to next 6 blows
Size 4 – Improved Assassin's Venom* +1 degree of VENOM damage to next 8 blows

Enfeebling

These will INFLICT a lessening of your maximum hits on one or more locations. Halving always rounds in favour of the victim.
Size 2 - Enfeebling Vemon: add VENOM to your next blow. After the encounter, the location struck will be reduced by two hits (minimum of half the starting total) as an INFLICT 2

Size 3 – Acidic Venom*: add VENOM to your next blow. After the encounter, the location struck will be reduced to half hits as an INFLICT 4
Size 4 – Corrosive Venom*: add VENOM to your next blow. After the encounter, all locations will be reduced to half hits as an INFLICT 6

Knockout

These will do SUBDUAL damage 5 minutes after application. Intended to be used on those you expect to flee.
Size 2 – Fugitive's Bane: add VENOM to your next blow. After the encounter, the location struck will take a SUBDUE TRIPLE.
Size 3 – Fugitive's curse: add VENOM to your next blow. After the encounter, the location struck will take a SUBDUE QUIN.
Size 4 – Fugitive's Remorse: add VENOM to your next blow. After the encounter, the location struck will take a SUBDUE SUFFICIENT.

Momentum

Rubbed into normal weapons, will add one degree of damage to the weapon, up to a maximum natural call of SINGLE - in addition, makes the weapon immune to the effects of DISARM

Size 2 – Weighty Mixture: affects one weapon of up to 42", for 5 minutes
Size 3 – Sharpening Mixture: affects one weapon of any size, or two weapons of up to 42", for 5 minutes
Size 4 – Diluted Sharpening Mixture: affects one weapon of any size and one weapon of up to 42", or three weapons of up to 42", for 5 minutes

Explosives

Incendiaries

Once prepared, these potions must be activated within 5 minutes, or they are wasted. They must still be activated by the alchemist who prepared them, unless they are in elixir form.

Size 1 - Banger: The preparation explodes in a whoosh of flame. Take a RED DOUBLE
Size 2 - Spitefire*: The preparation explodes in a whoosh of flame that expands outward. Take a RED DOUBLE and call MASS RED HALF.
Size 3 - Labwrecker*: The preparation explodes in a substantial fireball. Take a RED DOUBLE and call MASS RED SINGLE.
Size 4 - Fire-Spray*: The preparation spews fire in an arc pointing outward. Call MASS RED DOUBLE.

Foam

Size 2 - Laundress' Delight: The preparation bubbles and expands, covering everyone and everything within a few meters in an unpleasant sticky goo.
Size 3 - Liquid Ice: The preparation rapidly expands as a slippery liquid, making it difficult to stand. Take a STRIKDOWN and simultaneously call MASS STRIKEDOWN.
Size 4 - The preparation foams and bubbles, quickly becoming sticky and solidifying. Take a STATSIS 10 and call WIDE STASIS 10.

Smoke

Size 2 - Sublimation Powder: You throw a handful of powder at someone's feet. Call TARGET, BLIND 5 (remember that you must spend 10 seconds preparaing this potion.)
Size 3 - Smoke-Bomb: The preparation erupts in a plume of smoke. Call MASS BLIND 5.
Size 4 - Flash-Bang: The preparation explodes with a bright light and loud song. Call WIDE BLIND 5 and become invisible for 5 seconds.

Toughness

Armour

Provides floating armour for the next 5 minutes. Not stackable or repairable.

Size 1 – Uruk-skin: 2 points of armour
Size 2 – Trollskin: 4 points of armour
Size 3 – Plateskin: 6 points of armour
Size 4 – Exoskeleton: 8 points of armour

Reinforce cloth

These may be rubbed into clothing in order to provide locational armour. Not stackable with any other sort of locational armour. Not repairable.
Size 2 - 1/loc for 5 minutes
Size 3 - 2/loc for 5 minutes
Size 4 - 3/loc for 5 minutes

Endurance

Grants locational hits for 5 minutes. Not stackable, but may be repaired within that time. Additional hits are lost first.

Size 2 – Hardening varnish: Grant +1 hit to every location
Size 4 – Toughening varnish: Grant +2 hits to every location

Venom resistance

These must be used before you take the VENOM call.

Size 2 – Kender's Gift: You are resistant to VENOM. Any resulting INFLICTs will only last for 5 minutes.
Size 4 – Early antidote:You are immune to VENOM and take one degree less damage from it for 5 minutes. You are immune to resulting INFLICTs.

Armour enhancement

This is rubbed into physical locational armour (including that granted by reinforce cloth). A single dose affects all locations, and may not be split over multiple recipients or uses. THROUGH prevention causes the suit of armour to be affected by, and not ignored by, damage with the THROUGH call - thus letting it protect you against such. It does not allow your Dodge to work against the THROUGH damage.
Size 2 – Resiliant mixture THROUGH protection for 5 minutes
Size 3 – Shining Varnish THROUGH protection and the armour is resistant to physical damage for 5 minutes
Size 4 – Amber: THROUGH protection and the armour is resistant to all damage for 5 minutes

Protection

Negation- will let you call RESIST against a limited number of non-damaging calls in the next 5 minutes. Not stackable with each other. May not be used on DROP or SLAY.

Size 1 - Neutraliser: 1 RESIST
Size 2 - Double Neutraliser: 2 RESISTs
Size 3 - Triple Neutraliser: 3 RESISTs
Size 4 - Quadruple Neutraliser: 4 RESISTs

Immunity

These will make you immune to specific status effects for 5 minutes. You take other parts of the call as normal. You may not stack these - only the most recent takes effect.

Size 2 - Energy Juice: immune to STASIS and PARALYSE
Size 2 – Watchman's Friend: immune to BLIND and SILENCE
Size 2 – Stability Juice: immune to STRIKEDOWN, REPEL and DISARM
Size 3 – Inner Warmth: immune to STASIS, PARALYS, BLIND and SILENCE
Size 3 – Self Determination: immune to STASIS, PARALYSE, STRIKEDOWN, REPEL and DISARM
Size 3 – Vigilance: immune to BLIND, SILENCE, STRIKEDOWN, REPEL and DISARM
Size 4 - Alchemical Blessing: immune to STASIS, PARALYSE, BLIND, SILENCE, STRIKEDOWN, REPEL and DISARM

Poison resistance

These may be drunk after you have taken poison effects, but before onset (in the case of most ingestive venoms the offset is instantaneous, though you may be able to get one down before a blade venom kicks in.)

Size 2 - Last-second prevention: you are resistant to ingestive poisons, and will take half damage from them for 5 minutes. INFLICTs from such poisons will usually only last for 5 minutes
Size 3 - 1 minute miracle: You are immune to poisons and will take no damage or INFLICTs from them for 5 minutes.

Conditioned potions

These are made using conditioned base, if you have the skill to work with such. For these, conditioning may be by any cast spell/miracle of the relevant colour/tree. Using [colour] to mean whichever of the colours of magic the base was conditioned with (or MAGIC if gray was used, or SPIRIT if spirit of the right tree was used).
Any venom or poison may gain the [colour] damage modifier if one dose of conditioned base of the appropriate colour is added. This will make the size of the potion one larger, so clearly it can't be done to size 4 potions. Spirit used for this must come from the Smiting Body tree. The following two are examples only, the full list is omitted.
Size 3 (2 lyrium (Improved Hunting Venom)+1 Conditioned Base), conditioned with a red spell: Add RED VENOM (and the extra degree of damage) to your next four blows, turning HALF into RED VENOM SINGLE.
Size 3 (2 lyrium(Sleeping Pills)+1 Conditioned Base), conditioned with Smiting Body: Ingestive venom dealing SPIRIT SUBDUE QUAD.

Resistance

will grant you resistance to [colour]. MAGIC applies only to uncoloured magic, SPIRIT must be gained from the Valour tree. Lasts 5 minutes, won't stack with any other resistance.
Size 3 (2 lyrium(Last Second Prevention) +1 Conditioned Base) Grants resistance to non-weapon delivered [colour] damage only.
Size 4 (3 lyrium(1 minute miracle) +1 Conditioned Base) Grants resistance to all [colour] damage.

Noncombat Alchemy

These potions are less straightforward in application, and won't generally be applicable to combat.

Ingestive poisons- all ignore all types of armour

Damaging*

These potions will start the torso location bleeding if it goes strictly below zero as a result.

Size 1 – Bottled Heartburn*: ingestive poison dealing a DOUBLE
Size 2 – Instant-Ulcers*: ingestive poison dealing a QUAD
Size 3 – Rupture potion*: ingestive poison dealing a HEX
Size 4 – Scouring Flame*: ingestive poison dealing a OCT

Weakening*

Size 2 – Cat's Milk*: ingestive SINGLE INFLICT 2 WEAKNESS
Size 3 – Kitten's Milk*: ingestive SINGLE INFLICT 4 WEAKNESS
Size 4 - Mouse's Milk*: ingestive SINGLE INFLICT 6 WEAKNESS

Debilitating*

Size 3 – Damsel Drops*: ingestive SINGLE INFLICT 2 FRAILTY
Size 4 - Granny Drops*: ingestive SINGLE INFLICT 4 FRAILTY

Sleep

Size 2 - Sleeping Pills: ingestive SUBDUE QUAD
Size 3 - Knockout drops*: ingestive SUBDUE SUFFICIENT
Size 4 - Exhaustion Potion*: ingestive SUBDUE SUFFICIENT to all locations

Toxic*

Size 1 – Glance of Death*: The target feels intense discomfort and nausea. They will die in a day if not purged at Size 1 or greater. They are not aware of how much time they have.
Size 2 – Touch of Death*: The target feels intense discomfort and nausea. They will die within 3 hours if not purged at Size 2 or greater. They are not aware of how much time they have.
Size 3 – Death's Embrace*: The target feels intense discomfort and nausea. They will die within an hour if not purged at Size 3 or greater. They are not aware of how much time they have.
Size 4 – Death's Door*: The target feels intense discomfort and nausea. They will die within 15 minutes if not purged at Size 4 or greater. They are not aware of how much time they have.

Enfeebling*

These will INFLICT a lessening of your maximum hits on one or more locations. Halving always rounds in favour of the victim. Enfeebling effects do not stack; only the worst applies to any given location

Size 2 – Enfeebling Tonic*: ingestive SINGLE INFLICT 2 reduce your maximum hits by 1 to each location, minimum of half starting
Size 3 - Acidic Tonic*: ingestive SINGLE INFLICT 4 reduce your maximum hits by 2 to each location, minimum of half starting
Size 4 – Corrosive Tonic*: ingestive SINGLE INFLICT 6 reduce your maximum hits by half to each location

Detection

These potions will grant an inflict which changes your response to detect/recognise calls. These potions do stack, and the person stacking them should decide then how clashes are resolved. Some think that smelling like a particular race makes you more attractive to members of that race. These potions require a component from a member of the race you are seeking to mimic or remove with the potion, the alchemists' guild uses hair as standard!

Racial detection

These are alchemical INFLICT 2 effects, they have no effect on your DETECT MAGIC/SPIRIT responses.
Size 2 - Deodourant: Pick a playable race. You will no longer respond to DETECT [that race].
Size 3 - Pheremone Spray: Pick a playable race. You will now respond to DETECT [that race].
Size 4 – Human/Elven/Dwarven/Kender/Orcish Musk: Pick a playable race, or none at all. You will now respond to DETECT [that race], if you picked one, and not to any other DETECT [race] calls.

Enhanced racial detection*

These are alchemical INFLICT 4 effects, and they do effect your MAGIC and SPIRIT detection responses. These generally require a more substantial bodily component of that race, such as blood, hence these potions are harder to come by.
Size 3(2 lyrium(deodourant)+1 Conditioned Base) – Soul Deodourant*: Pick a playable race. Subtract that race's detect responses from your own.
Size 3(2 lyrium(pheremone spray)+1 Conditioned Base) - Soul Perfume*: Pick a playable race. Add that race's detect responses to your own.
Size 4(3 lyrium(X Musk)+1 Conditioned Base) – Soul Musk*: Pick a playable race, or none at all. Replace your detect responses with those of that race.

Magic/spirit detection

These may be applied to pretty much anything (although it won't persist in air for the full duration under normal circumstances), and will add/supress detecting and recognition of magic/spirit as appropriate. If recognised, always appears to be a Size 1 effect of the relevant colour. Must be conditioned with something of the colour you are emulating/supressing. May be used with spirit. Lasts for 5 minutes.
Size 2 (1 lyrium(any "misc. substance")+1 Conditioned Base)– Glamour Glitter: Add a detect/recognise response of the appropriate colour.
Size 2 (1 lyrium(any "misc. substance")+1 Conditioned Base)– Dull Glitter: Supress all detect/recognise responses of the appropriate colour.

Psychological effects

These are all ingestive poisons which may be fed to people without their knowledge as usual. The onset effect is of the form "INFLICT N: For the next 30 minutes, [effect]". This means that the effect will wear off with the potion (inflict) still in their system, and thus detectable.

Lesser

These are INFLICT 2, and the results are behaviour altering. Specifically, you will be in full posession of your faculties, but experience a strong, unnatural, urge to act in the fashion described. How exactly this urge manifests is up to the victim, but we encourage as strong a response as you fell comfortable with.
Size 2 – Love Potion*: INFLICT 2 Lust. (Although not too much, please!)
Size 2 – Hunger Potion: INFLICT 2 Gluttony.
Size 2 – Potion of Meanness: INFLICT 2 Greed.
Size 2 – Laziness potion: INFLICT 2 Sloth. (Might make a berserker safer to be around, but has no mechanical effect on them.)
Size 2 – Blood-warmer*: INFLICT 2 Wrath. (Might make a berserker more exciting to be around, but has no mechanical effect on them).
Size 2 – Covetous Potion: INFLICT 2 Envy.
Size 2 - Pick-me-up: INFLICT 2 Pride.
Size 2 - Altertness Potion: INFLICT 2 Paranoia.
Size 2 - Cold Water*: INFLICT 2 Remorselessness.

Greater*

These are INFLICT 4, and the results will actually interfere with your mental processes. Again, it is up to the player to determine an appropriate reaction for their character, but they should remember that the brain isn't working as it normally might.
Size 3 – Potion of Friendship*: Truth. Not a literal truth potion, but it will lower your inhibitions, lower your sense of consequences, make you garrulous and make you suggestible.
Size 3 - Forget-me-not Honey*: Amnesia. You won't form long-term memories while under this effect, you will also tend to have a reduced recall of details while under this effect. You will not remember taking this potion.
Size 3 – Minion Potion*: Suggestibility. You will be credulous, suggestible, and inclined to follow orders.
Size 3 - Fukitol*: Heedlessness. Your concern for personal safety, and things you hold dear will be considerably reduced. This is probably not sufficient to make suicide a option you will consider.
Size 3 – Sky Rocks*: Euphoria. Possibly addictive.
Size 3 – Sordan's Spittle*: Agony. Probably not addictive.

Rites and Rituals

Holy/Magical Water

This has no mechanical effect, but might be considered distasteful or even painful by opposed beings, and could easily find a place in rituals and rites.
Size 2(1 lyrium(any "misc. substance")+1 Conditioned Base): Water holding some of the essence of the colour of magic it was conditioned with, or of the god whose miracle conditioned it.

Lay to (un)Rest

These are all ingestive poisons with the onset effect 'INFLICT 4: One minute after death, you will recieve [effect]'. You will be aware of this as soon as the inflict takes hold.
Size 3 (2 lyrium(any size 2 ingestive poison)+1 Conditioned Base) - Lay to Rest: The base must be conditioned with an appropriate miracle or rite, by the follower of a god who grants the Lay to Rest rite.
Size 3 (2 lyrium(any size 2 ingestive poison)+1 Conditioned Base) – Empower Minion*: The base must be conditioned with the miracle of the same name.

Miscellaneous Substances

Physical substances with a useful effect. Will generally remain active for 5 minutes, but the results could last longer. You are reminded that these will generally need ref involvement to be useful in combat. Will generally produce about a goblet's worth.
Size 1 - Acid.
Size 1 - Alkali.
Size 1 - Lubricant.
Size 1 - Solvent.
Size 1 - Glue.
Size 1 - Dye.
Size 1 - Bleach.
Size 1 - Dry ice.
Size 1 - Heat.
Size 1 - Preservative.

Fortification

Allows someone to temporarily overcome Weakness or Frailty, however caused. Will last for 5 minutes, and you should roleplay exhaustion afterwards.

Size 2 - Hero Tonic: Overcome Weakness, or reduce Frailty to Weakness.
Size 3 - Titanic Tonic: Overcome Frailty.

Track covering

Should be scattered behind you as you move, and will conceal your tracks from pursuit - the alchemy will be detectable, but will be no more use for working out where the tracks go than the remaining traces of tracks. One dose will cover the tracks left over a 5 minute period.

Size 2 – Scatter-Dust: Conceals tracks with as much skill as someone with Conceal Tracks 1 (or a second level spell).
Size 3 – Scatter-Dirt*: Conceals tracks with as much skill as someone with Conceal Tracks 2 (or a fourth level spell).
Size 4 – Scatter-Clods*: Conceals tracks with as much skill as someone with Conceal Tracks 3 (or a sixth level spell).

Obfuscation

A powerful mixture which may be applied to anything which does, or could be made to, detect as alchemical. It causes 'INFLICT 4: Your RECOGNISE ALCHEMICAL response is replaced with "Obfuscated".' - this effect can be used to conceal the effects, but not presence, of alchemy. If an obfuscated elixir is applied, the obfuscation effect doesn't pass to the target.

Size 2 - Obfuscation mixture.
Size 3 – Misleading Mixture*: The same as obfuscation mixture, but also changes the colour of the resulting potion to a colour of your choice. Requires expending one potion of the relevant colour in addition.
Size 4 – Deceitful Mixture*: The same as Misleading Mixture, but you also change the recognise alchemical response to that of any other potion you know how to make. The expended potion to be the one whose recognise effect you wish to fake.

Recreational

A sampling of the 'recreational' alchemical potions out there. None of these are physically addictive in the short term, but do mention to the refs if you develop a habit…

Size 2 – Sedative: Mellowing, relaxing, mild sedative. Effects last for 1-2 hours. An overdose might send you to sleep, but nothing worse.
Size 2 - Go-juice: Powerful stimulant, will give a false sense of power and confidence. Lasts for about an hour. Overdoses tend to cause siezures and possibly heart failure.
Size 3 (2 lyrium(any "psychological effect potion")+1 Conditioned Base) – Dream-Dust: Causes 'INFLICT 4: The next time you sleep, you will experience vivid, surreal, possibly prophetic dreams'. Must be conditioned with a Knowing miracle, or Lucanite rite.

Medical

None of these are required for the use of First Aid, although they might expand the scope of surgery
Size 2 - Anaesthetic. Removes all pain for about 10 minutes.
Size 2 - Antiseptic. Will sterilise wounds, equipment, etc. Should be diluted in at least two litres of water before use.

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