Alchemy

## ***Overview***

The art of potion-creation, material conversion, and all wonders of magical achievements **Alchemy** is one of the many mythical arts one may employ. Combining magical substances and conventional chemistry together to create a vast array of potions and cocktails to dazzle the competition and triumph over one's adversaries. Alchemy can and often used in a multitude of ways, with just about anything suiting the role of an avid Alchemist quite well. Whether it be using potions to brew stronger beverages or slinging them at foes from distant lands this art proves to be an incredibly versatile magic. Unlike Mancy or Runecasting Alchemy has no vitor-progression system which allows just about anyone to use its full abilities. While more varied than either of these two magics, Alchemy does fall short considerably when it comes to raw power, acting more like the generalist's magic opposed to something capably on par with its sister magics.

## ***Capabilities and Classifications***

Alchemy as an art is a very expansive skill, a skill which requires a strong understanding of its capabilities. What follows below is a comprehensive guide on understanding both the creation of Alchemical Potions and the limitations and or ingredients which can be used in such potions. Following that will arise how one can garner a **custom potion,** signified by the ★ symbol.

While it is true that any Alchemist can make any potion that they are currently aware of\* (I.E one cannot simply take someone else’s potion and reproduce it without a recipe) they are limited by a few factors. For one not every ingredient may be readily available to a particular alchemist or may be only obtainable via difficult or lengthy procedures which may require more than just a switchblade and a pouch to store things within. Before even beginning the reaction one should obtain the ingredients to produce the potions in question. Ingredients should be typically listed just beneath the name and classification of a potion and may (but not always) include the exact measurements to produce the ideal result as well.

Potions are organized into several different categories based on **two aspects**: Their application and their effect. Below follows these categories in the fullest form and must be adhered to when creating potions or simply using the potions already found on the wiki. The categories given to a potion are non negotiable without the post-approval of higher staff disallowing the change from one form of application to the next.

#### *Ingestible*

Potions under this category must be consumed or dranken to perform their effects to their **full listed amount**. Such potions must be taken into the digestive system and can’t be administered into the body via other means (Injection, Contact with the skin, Inhaling). Examples include consumables and some types of poison.

#### *Injectable*

Transversely injectable potions must be passed directly into the bloodstream to administer their effects to once again their full listed amount. Ingesting potions under this classification will either cause no effect or cause negative effects upon the consumer (depending on the potion in question). Like ingestibles, injectables cannot be administered through other bodily means. Examples of Injectable potions include venom-based potions and some vices.

#### *Absorbable*

Encompassing all potions which involve the direct administration of their effects onto the external orifices or skin of the target. Ointments, creams and most poisons fall under this category. While one could technically argue that ingesting a potion such as this doubles as ‘absorbing its effects’ one would be strongly mistaken as the digestive/airway systems are considerably more alien to such potion types, rendering cross transmission nullified unless specified otherwise.

#### *Inhalable*

Potions under this classification must be taken in via the airways to begin administering their effects, requiring a full inhalation in order to reap the benefits or disadvantages that a potion may assume. Like all other potions they cannot be administered in any other way, negating their effects if ingested or taken in via skin. Examples of inhalable potions include gascous poisons or some vices.

These categories are classified under the ***application***  sector of potion design, coupling it is the second category of potions *the effects.* Listed below you will find all of the possible effect-types summarized:

#### *Toxins/Poisons/Venoms*

Potions which cause inherent negative effects on their administered target via non-magical means fall under this category. Effects such as hallucinations, trouble breathing or the lack of blood clotting are among a few examples of some of the effects a potion under this category may have. It's worth mentioning that the name and application of this effect directly relate (A breathable potion of this caliber is a toxin, an ingestible/absorable one a poison, and an injectable one a venom).

#### *Simulants*

Opposing the toxins mentioned above come stimulants, allowing one positive advantage when consumed or administered if they fall under this category. Examples of possible effects include healing wounds, enhancing vision or allowing the drinker to perform an action or ability which they previously could not do (so long as it is within the realm of realism).

#### *Vitoric*

 Those looking to procure magically inclined potions look no further, Vitoric potions are for you. Utilizing previously existing magical materials an Alchemist may procure potions which directly behave similar to that of the magic they are derived from. From producing fire to capturing lightning in a bottle, the options are limitless. That said, Vitoric potions suffer from some added limitations which will be expanded upon in the **Side-Effects** and **Potency** sections of this entry. Examples of Vitoric potions include; fire potions, mutagenics, and otherwise magic-orientated effects.

### ***Potion Crafting***

When brewing potions one must be aware of the four core aspects of Potion crafting. To briefly summarize and then further explain later, each quadrant of potion production ties to both the effects a potion may have, its unwanted effects, and how strong it may be. In order to achieve such a thing certain objects or items of interest may be needed, used to procure more potent potions. To be easily understood these quadrants have been outlined under four respective names (not in any particular order): Potency, Side-Effects, Splicing and Catalysts.

#### *Splicing*

Potions may have more than one effect, either by the ingredients they use or by the addition of other components into a pre-existing brew. This form of potion smithing is known as ‘Splicing’ where multiple effects are added to a singular potion. So long as the effect is linked to a ***single category of effects*** (I.E Vitoric properties to Vitoric, Poison to Poison, Stimulant to Stimulant) then as many spliced effects can be added to a potion as one may please. However, splicing potions has a direct effect on *Potency* and aforementioned unwanted *Side Effects.*

#### *Potency*

Potency or the strength/effectiveness of a potion is derived from two aspects: How many if any spliced effects a potion has and how many if any catalysts a potion has. Potency functions on a fractional basis where a potion's effect/s equal to the sum of available effective uses it may have. As an example a stimulant potion which enhances vision and nothing more has a **whole** potency, whereas a poison which causes hallucinations and prevents blood clotting has a potency of **half.** ★ When writing potions simply take the amount of effects a potion has and divide the effective uses of them by that particular number. Potency must also be taken into consideration when applying the strength of its effects to a mixed brew, with the more effects a potion has the weaker those effects overall become. That said, some of these disadvantages can be lifted with the use of yet another component, *Catalysts.*

#### *Catalysts*

As they name suggests, Catalysts assist in the jumpstarting and or increases the rate or otherwise magnitude of a potion. Catalysts come in all shapes and sizes but typically are reserved for magically-bound materials coveted by the masses. While not all Catalysts are equal most follow a similar format. Firstly Catalysts reduce the potency loss of splicing potions by **50%** allowing for more effective brews even with some spliced extra effects. Since they act upon a preexisting brew they do not affect the count of Side-Effects a potion may have, lacking the permanent change other substances may have.

Substances currently known to act as ***Catalysts*** include :

*Shadow Shikari Hair (Universal)\* with the exception of Vitoric*

*Lindwurm Bone (Universal)\* with the exception of Vitoric*

*Rockweaver Crystal (Universal)\* with the exception of Vitoric*

*Fairy Dust (Vitoric Potions)*

*Kinoro (Vitoric Potions)*

***Note:** Catalysts do not dissipate into the brew or become redundant as a result of reactionary change **at first,** taking exactly **Five** uses for them to become redundant in potions.*

### *Side Effects*

★ When crafting a potion, each effect given to a potion should at the very least have **one side effect** to go with it.

Side Effects are unwanted or neutral additions which occur when splicing potions. Side Effects range wildly between potions, from simply changing the color of someone's nose to possibly exploding upon ingesting a dose, the possibilities are endless. While any side effect is **up to the jurisdiction of the Staff Team** they should follow a basic rule of thumb.

* A side effect should have a clear neutral or unadvantageous effect which should either degrade another aspect of the individual or change something in such a way for it to be clearly recognized. E.g A healing stimulant potion which heals soft wounds but turns the point of impact purple as a result.
* Potions with two (2) or more spliced effects should have at least one obvious downgrade to a part of the player character. E.g A potion which increases the rate at which one's wounds heal but also increases the rate of heart attack (D20).

## ***Restrictions and Rules***

When crafting potions one should be aware of the biological and alchemical limits that one may have. This entry will address the miscellaneous traits and quirks of the craft while also explaining some of the more detrimental aspects of Potion Making. Firstly we will address a few concerns regarding the capabilities of living beings and their tolerance for potions. Generally unless inherently stated otherwise on a specific potion one may consume three potions in the span of a day (30 OOC minutes) and they mustn’t be the exact same potion unless of course the duration of said potion is less than a day (30 OOC minutes, granted if the potion has since dissipated.) Preventing the use of the same potion in the form of ‘stacking’. If this occurs, the repsipitant will undergo an effect known as ‘Overdosing’ or ODING, where the character in question will undergo a negative effect/s which will ast to the descrienition of the potion in question. ★ Potions should have an obvious and clearly restricting OD effect, approved at the jurisdiction of the staff.

## ***Known Alchemical Substances***

The following potions have been categorized into two major groups: consumable and throwable. Consumable potions must be either drunk, applied like an ointment, or similar. Throwables, as the name implies, are thrown and often used as weapons in combat to help non-magic users gain an edge over mancers.

### Consumables:

* Desert Bitters
* Draught of Du Vann
* Gelida Brew
* Ironrub
* Kurtsprig Salve
* Milorian Potion
* Stasis Drought
* Timor Potion
* Trephian Elixir
* Ulleric's Wonderful Tonic
* Vitshroom Potion
* Green Fire
* Cloak Ingestinal
* Hawkeye Extract
* Astringent Mist
* Mouth Cleanser
* Orchid Gauze

### Throwable:

* Alchemist’s Acid
* Alchemist's Fire
* Cloud in a Bottle
* Holy Water ***(No longer available)***
* Mih’hrack’s Breath
* Raincloud-in-a-bottle
* Alchemist's Soap
* Bloodbath in a Bottle

[Note: Players are encouraged to submit their own alchemical creations. Alchemy is still WIP, and more content will be added to it soon.]