Alchemy

## Alchemy - An Overview

The art of Alchemy has been refined and studied over the course of at least the past two centuries. Development first emerged during the period right after Shesha’s emergence, discovered as Humans and Talamh intermingled deep beneath the earth in the shattered halls of the Low Kingdom. The art of alchemy operates off of a unique blend of magical and mundane principles. Although few physicians rely solely upon alchemy to cure their patients, many can and do use some alchemical concoctions for various cures and remedies. Others use it to give themselves the upper hand in combat, or explore the various extreme environments Omnia has to offer.

Alchemy has remained a continually chaotic pseudo-science, not to be practiced by the faint of heart or clumsy of hand. Ingredients must be carefully measured, lest the distilling process result in a failure.

The basis of alchemy lies within the alchemist’s distillery, also known as a brewing stand to those who are not well-versed in alchemical science. Within this distillery, the alchemist may insert up to three vials at a time. At the top of the distillery is a basin of water, under which lies a small spot for a candle to be lit or fuel to be placed in order to heat the coils feeding the basin into the vials. The basin is where the alchemist is to deposit their potion ingredients so that they may be imbued into the concoction.

Once boiled and distilled, all added materials are disposed of- as they then lack any alchemical properties or further use- and the remaining liquid serves as finalized tinctures or ingredients for further potions, salves, and other such concoctions.

The known potions have been split into four categories: Health, Prevention, Buffs, and Oddities. Extremely well versed alchemists have studied all four, while others throughout Omnia may dabble in one or two categories for their own use.

## Base Ingredients

**Crimson Fungi (Nether Wart) -** A fungus commonly found in Korindor’s depths, and the most commonly used ingredient in the distilling process. To attempt any form of alchemy without this base is to not perform alchemy at all- this base must be used first before adding any other ingredients to get an effect. Ironically, it does nothing when ingested raw- and the resulting potion from boiling just this fungus has a similar lack of effects, earning the brew in progress the nickname ‘Awkward Potion’.

**Fermented Spider Eye -** Harvested from the eye of any medium-to-large arachnid in Omnia (though especially the subterranean spinners in Korindor) then placed in a jar to ferment for a minimum of three months. Fermented Spider eyes have an interesting effect on purified water, causing it to become ‘Corrupt’ in nature. Corrupt potions have the opposite effect of what was intended. It is advised not to apply fermented spider eyes to your distillery, as the effect is volatile and almost always causes a negative effect to the alchemist.

**Refined Rose Quartz Powder (Dragon’s Breath) -** Harvested from Rose Quartz within the ground, when crushed and mulled the resulting powder can be added to a concoction in order to give it a ‘Lingering’ effect. This effect results in the potions effects lasting longer, however this also makes the potion more volatile and adds a small amount of risk when it comes to a potion's negative effect on the user.

**Sugar of Lead (Sugar) -** Your basic sugar- fermented beets or sugarcane, ground into a fine powder. The white crystals taste sweet.

**Rabbit’s Foot -** Harvested from chopping the foot off of a rabbit. Fur is typically removed, as it seems it is not needed. Depending on the region and diet the rabbit was raised with, the resulting potion can have a different color or flavor.

**Glistering Melon Slice -** Melons pickled within a jar of shaved gold and citrus become glistening. The fresher the melon is at the time of pickling, the more potent the ingredient. Usually left to pickle for a week before use.

**Spider's Eye -** Harvested from the eye of any medium-to-large sized arachnid creature known as a Spinner (Most commonly found within the depths of Korindor).

**Aquadotoxin (Pufferfish) -** Harvested by removing and preserving the liver of a pufferfish in a jar of saltwater for at least a week.

**Fool’s Phoenix Sac (Magma Cream) -** Harvested by removing the small membrane and powder of a Fool’s Phoenix Egg sac. It is rich in magnesium.

**Golden Carrot -** Similar to the Glistering Melon, the Golden Carrot is created by pickling a carrot in a solution of gold shavings and milk for at least a week.

**Alchemical Nitre (Blaze Powder) -** This ingredient is acquired by boiling the blood of a riftmaw at a high temperature until only this powdery substance remains.

**Selenite Drops (Ghast Tear) -** Created by super heating and then instantly cooling a piece of selenite, the Tear-Drop shaped crystal can then be crushed up and diluted into a base potion.

**Leuricore Chiton (Turtle Shell) -** Harvested by scraping off small amounts of Chitin from a Leuricore, this substance can then be mulled and diluted into a base potion.

**Philosophers' Wool (Phantom Membrane) -** When a metallic substance known as Zinc is burnt it produces white wool-like tufts that can then be deposited into a base potion.

## Overdosing & Microdosing

For one to overdose on any form of Alchemical Concoction, the person in question must ingest three or more potions of the same type within a three hour period. Three hours or more allows the body to properly digest the ingredients and ensures any lingering effects are out of your system. It is recommended to also hydrate and urinate during this time to ensure no amount of the potion remains, if the dose was ingested orally.

The effects of an overdose last anywhere between a day to a week, unless the resulting side effect is death. This timeframe is random but the timeframe tends to get longer and longer depending on how much over the typical three vials one has ingested. The rules on determining duration are not set but typically one would roll a d7 for how many days the effect lasts. For each extra vial consumed add one to the roll. For example, if your character has consumed two extra doses (five total), you would roll d7+2 for how many days the overdose effects last.

Microdosing, on the other hand, has the opposite problem. You receive no effect at all unless you have the proper dosage. The vials typically used in the alchemist’s distillery are of the perfect size for one vial to hold the proper dose. Any less than that, and you do not get the desired effect. Any more, and you may begin to suffer the previously mentioned effects of overdose earlier than intended.

The effects of microdosing typically run the same, no matter which kind of potion you have ingested- you will feel dehydrated or queasy, sometimes both, depending on the person. Some find the queasy feeling enjoyable, and an inebriation from microdosing on multiple kinds of potions is possible.

## Potion List & Skill Requirements

The type of alchemy you would like your character to study determines what requirements they must fulfill. **If your character does not meet these requirements, they cannot create potions on their own.** **You may seek out other alchemists to receive potions in character. Potions bought from shop NPCs are not lore-compliant.** *If you are an alchemist, we recommend using the command /pl add “made by x” so we know which character created the potion.*

Each category has different requirements, though the main skills for alchemy use are Academia and Medicine. The numbers as used below refer to the total added number when you roll for that skill. Check the skills page for more information, under the section “Rolling”.

### **Health**

The most commonly used alchemy throughout Omnia, health potions are known to be affordable and easy enough for beginner alchemists to learn. Most doctors know how to make them, and all medicinal books made in the past century or two reference them.

**Requirements (at least ONE of the following):**

+4 Academia

+4 Medicine

 Healing
 Regeneration

### **Prevention**

This category of alchemy is best known for use in exploration of the wilds throughout Omnia, but has seen uses in many other cases- one might argue it is the most versatile set. Almost every settlement in Omnia that wants to claim itself a hold in the wilderness has an alchemist that is well versed in this category.

Interestingly enough, sorcerers also typically pick up studies in this category. These potions not only negate some of the negative effects of their magic- but can even ease the aches that come with some mutations.

**Requirements (at least ONE of the following):**

+5 Academia

+5 Medicine

 Fire Resistance
 Water Breathing
 Slow Fall

### **Buffs**

Considered the most ‘fun’ category of alchemy by the general public. Buffs allow the user to run faster, jump higher, and lift more. While they have great effects, they are generally much more expensive than the previous two categories, making them somewhat a rarity in Omnia.

Alchemists that specialize in this category are usually of at least a little renown in the cities they take residence in, and some noble families are known to have an alchemist on staff specifically for this category- it makes certain tasks easier.

**Requirements (at least ONE of the following):**

+6 Academia

+6 Medicine

 Strength
 Swiftness
 Leaping

### **Oddities**

To some, these are the most rare and complicated potions to make. To others, they are just considered ‘unnecessary’ and therefore the knowledge of how to make them is simply not well known. And to still others, they are simply considered the ‘misfits’ of alchemy, and therefore put together in classification.

While the Oddities have their uses, finding an alchemist that knows how to make all the oddities is almost as rare as the potions themselves- and they can be rather pricey, as are the ingredients used to make them.

**Requirements (at least ONE of the following):**

+7 Academia

+7 Medicine

 Turtle Master
 Poison
 Night Vision

## Uncommon Alchemy

Otherwise known as Kitchen Witchcraft, Swamp Thaumaturgy, & Suspicious Stews, this subsect of Alchemy is much less regulated and more prone to disaster than the other types. The effects of any concoctions produced via these methods are also unpredictable.

Suspicious Stew is a colloquial name for the concoctions and home-remedies of common healers. These tinctures are made by combining common mushrooms with wildflowers. These stews, unfortunately, are not only salty, but bitter, causing those who wish to ingest it the need to force it down without smelling it in order to not vomit.

**Garlic Flowers (Allium) -** Pain receptor inhibitor. Myth and legend says these flowers made one immune to the influence and attacks of demons, fae, and other such creatures.

**Swamp Root (Azure Bluet) -** Creates methanol, otherwise known as methyl alcohol or wood alcohol, when distilled, which can damage the optic nerve and even kill you in high concentrations.

**Blue Orchids & Dandelions -** Fortifies the inside layer of the stomach and slows the metabolic rate of the body. This allows for food to last slightly longer inside the user and is common in those looking to lose weight. This is unfortunately just a placebo effect and has no real influence on the body.

**Ephedra (Cornflower) -** Used by warrior castes among the Farren, Nomani, and Heith for ages due to the extreme adrenaline boost. The effects are quite potent, though the crash has made even the strongest of fighters bedridden for days.

**Lily of the Valley -** Toxic in high doses, a common poison used by would-be assassins.

**Oxeye Daisy -** Used for centuries by the Laore as a panacea, though many suspect the placebo effect at best.

**Opium Poppy (Poppy)-** Opium Poppy sap, dried and milled before being added to the concoction. Used medicinally as an anesthetic, though the effects on the mind and vision can be quite jarring.

**Tulips -** While not quite as toxic as lilies, they’re sure to make you feel sick.

**Trinitaria (Wither Rose) -** A cytotoxic plant with incredibly harmful properties, therefor a far more expensive poison than the far more common Lily of the Valley.