Potions
Potions
General Potions
Heal
Heals one hit per the level of the potion to a location of the drinker’s choice. These can also be applied to the location to be healed.
Venom
Available in blade delivered or ingested forms. Venoms do one hit of damage to the recipient’s chest per level of the potion. This damage cannot be healed until an antivenom has been administered or a purge miracle used.
Antivenom
Allows one hit per level of potion taken from venom to be healable. The antivenom itself does not heal the damage taken.
Named Potions
Enchanted Brew (Level 1)
Gives the drinker +3 hits to the chest for five minutes. This is an ingested potion and must be drunk in order to take effect.
Alchemists’ Fire 1 (Level 1)
Allows the user to throw an Alchemists’ Fire at a target, which should be physrepped by a safe thrown projectile. Any location struck by this Alchemists’ Fire takes a “FLAMING SINGLE”. If the user misses, the Alchemists’ Fire is wasted.
Ghastly Purgative (Level 2)
The drinker of this potion is rendered too weak to run, and does one degree less damage with Melee or Thrown weapons, for five minutes. They also feel very poorly. However this potion negates any ongoing effects of other potions when drunk. This is an ingested potion and must be drunk in order to take effect.
Stimulant of St Visitus (Level 2)
Drinker gains +1 DAC (equivalent to that gained from the agility & combat awareness skills) for five minutes. This is an ingested potion and must be drunk in order to take effect.
Lesser Alchemical Ink Solution (Level 3)
This potion transforms exactly two units of raw silver into one unit of Lesser Alchemical Ink when applied.
Dark Fog of the Mind (Level 3)
Drinker loses the ability to perform actions which require human level intelligence for five minutes, including talking, understanding speech, casting spells/ miracles, reading, using mechanical weapons and other advanced skills. May fight normally with melee weapons. This is an ingested potion and must be drunk in order to take effect.
Heart’s Desire (Level 3)
The subject feels no guilt, and instead strongly desires to achieve their personal goals whatever the cost, for five minutes. This is an ingested potion and must be drunk in order to take effect.
Gentle Rest (Level 3)
The subject falls into a natural sleep, from which they may be woken normally. If they are not disturbed, they will sleep for at least five minutes. This is an ingested potion and must be drunk in order to take effect.
Preserving Pickle (Level 3)
Slows the natural decay of an item coated with it or a potion mixed with it. A potion mixed with preserving pickle requires maintaining by an alchemist every two weeks. This maintenance requires the addition of half the alchemical ingredients required to make the original potion, as per the use of Preserve Potion. The alchemist must also have the Preserve Potion skill.
Alchemists’ Fire 2 (Level 3)
Allows the user to throw an Alchemists’ Fire at a target, which should be physrepped by a safe thrown projectile. Any location struck by this Alchemists’ Fire takes a “FLAMING DOUBLE”. If the user misses, the Alchemists’ Fire is wasted.
Greater Stimulant of St Visitus (Level 4)
Drinker gains +1 DAC (equivalent to that gained from the agility & combat awareness skills) for one hour. This is an ingested potion and must be drunk in order to take effect.
Elixir of Affection (Level 4)
The drinker of this potion will tend to look favourably upon/feel friendly towards the next person they see. This is an ingested potion and must be drunk in order to take effect.
Greater Alchemical Ink Solution (Level 5)
This potion transforms exactly five units of raw silver into one unit of Greater Alchemical Ink when applied.
Oblivion of the Mind (Level 5)
The victim forgets everything which has happened in the last five minutes. He or she will be aware that time has passed but will not be aware of anything significant occurring. N.B. This potion will effectively remove the effects of mind based miracles such as cause fear or befriend, if they were cast on the victim in the previous five minutes. This is an ingested potion and must be drunk to take effect.
Alchemists’ Fire 3 (Level 5)
Allows the user to throw an Alchemists’ Fire at a target, which should be physrepped by a safe thrown projectile. Any location struck by this Alchemists’ Fire takes a “FLAMING TRIPLE”. If the user misses, the Alchemists’ Fire is wasted.
Strength of the Titans (Level 6)
Drinker does +1 degree damage with melee/thrown weapons for five minutes due to increased strength. This is an ingested potion and must be drunk in order to take effect.
Sleeping Draught (Level 6)
The drinker falls into an unwakable sleep for five minutes. After that they will remain asleep unless physically shaken etc for another five minutes. This is an ingested potion and must be drunk in order to take effect.
Kiss of the Alchemist (Level 6)
This allows the user to add VENOM PARALYSIS to the end of the next damage call. Target is immediately paralysed. This lasts for five minutes. This is a blade venom and must be applied as such.
Alchemical Metal Solution (Level 7)
This potion transforms exactly 25 units of raw silver into one unit of alchmical metal when applied.
Saintstongue (Level 7)
The drinker of this potion is unable to knowingly tell a lie for the next five minutes. This is an ingested potion and must be drunk in order to take effect.
Avindyrke (Level 7)
The drinker of this potion is seized by mental horrors so vivid that they may do nothing other than run around (or away) raving in terror for five minutes. Even when the duration is expired, the drinker of this potion will be left mentally scarred and imbalanced for months or years (ref discretion). This is an ingested potion and must be drunk in order to take effect.
Instead of taking the usual effects, the player may instead choose to have their character die. This is specifically an OC choice made by the player.
Alchemists’ Fire 4 (Level 7)
Allows the user to throw an Alchemists’ Fire at a target, which should be physrepped by a safe thrown projectile. Any location struck by this Alchemists’ Fire takes a “FLAMING QUAD”. If the user misses, the Alchemists’ Fire is wasted.