Potions

These are the core potions. There are more, but these are the ones which directly interact with the system.

Each will be associated with a string of letters denoting the ingredients (and therefore size). Abbreviations are as follows (along with suggested, but optional, physreps):

  • R: Red cobalt - Red liquid.
  • G: Bilious sap - Green liquid.
  • B: Cerulean sand - Blue liquid.
  • C: Actinic fog - Cloudy liquid.
  • S: Ferrous tar - Sparkling liquid (suspension of glitter, or similar).
  • A: Conditioned base - A clear liquid.

Potions by type

Combat Alchemy

  • Healing
    • Normal damage(distributed heals)
      • G: CURE 1
      • GG: CURE 3
      • GGG: CURE 5
      • GGGG: CURE 7
    • Purges
      • GR: PURGE 2 ALCHEMICAL
      • GGR: PURGE 4 ALCHEMICAL
      • GGGR: PURGE 6 ALCHEMICAL
    • Cure subdual damage
      • GB: cures 10 points of subdual
      • GGB: cures all subdual damage
      • GGGB: cures all subdual damage and makes you immune to subdual damage for 5 minutes.
    • Death ward- 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.
      • GGS: may not die for 5 minutes
      • GGGS: 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.
      • GC: poisons and venoms with an onset effect will have that onset pushed back until 5 minutes after you take this potion
      • GGC: removes all alchemical effects (that are not INFLICTs) from your system and person - this will prevent the onset effect of standard venoms and poisons
  • Blade venom- will stay on the blade for up to 5 minutes
    • Damage only
      • R: add VENOM to next 2 blow
      • RR: add VENOM to next 4 blows
      • RRR: add VENOM to next 6 blows
      • RRRR: add VENOM 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.
      • RB: 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
      • RRB: add VENOM to your next blow. After the encounter, the location struck will be reduced to half hits as an INFLICT 4
      • RRRB: add VENOM to your next blow. After the encounter, all locations will be reduced to half hits as an INFLICT 4
    • Knockout- these will do SUBDUAL damage 5 minutes after application. Intended to be used on those you expect to flee.
      • RG: add VENOM to your next blow. After the encounter, the location struck will take a SUBDUE TRIPLE.
      • RRG: add VENOM to your next blow. After the encounter, the location struck will take a SUBDUE QUIN.
      • RRRG: 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
      • RS: affects one weapon of up to 42", for 5 minutes
      • RRS: affects one weapon of any size, or two weapons of up to 42", for 5 minutes
      • RRRS: affects one weapon of any size and one weapon of up to 42", or three weapons of up to 42", for 5 minutes
  • Toughness
    • Armour- provides floating armour for the next 5 minutes. Not stackable or repairable.
      • B: 2 points of armour
      • BB: 4 points of armour
      • BBB: 6 points of armour
      • BBBB: 8 points of armour
    • Reinforce cloth- may be rubbed into clothing in order to provide locational armour. Not stackable with any other sort of locational armour. Not repairable.
      • BS: 1/loc for 5 minutes
      • BBS: 2/loc for 5 minutes
      • BBBS: 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.
      • BG: Grant +1 hit to every location
      • BBBG: Grant +2 hits to every location
    • Venom resistance- may be used after you take the VENOM, but before onset.
      • BR: You are resistant to VENOM. Any resulting INFLICTs will only last for 5 minutes.
      • BBR: 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 does 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 DAC to work against the THROUGH damage.
      • BC: THROUGH protection for 5 minutes
      • BBC: THROUGH protection and the armour is resistant to physical damage for 5 minutes
      • BBBC: THROUGH protection and the armour is resistant to all damage for 5 minutes
  • Ingestive poisons- all ignore all types of armour
    • Damagingthese potions will start the torso location bleeding if it goes strictly below zero as a result.
      • C: ingestive poison dealing a DOUBLE
      • CC: ingestive poison dealing a QUAD
      • CCC: ingestive poison dealing a HEX
      • CCCC: ingestive poison dealing a OCT
    • Weakening
      • CR: ingestive SINGLE INFLICT 2 WEAKNESS
      • CCR: ingestive SINGLE INFLICT 4 WEAKNESS
      • CCCR: ingestive SINGLE INFLICT 6 WEAKNESS
    • Debilitating
      • CCS: ingestive SINGLE INFLICT 2 FRAILTY
      • CCCS: ingestive SINGLE INFLICT 4 FRAILTY
    • Sleep
      • CG: ingestive SUBDUE QUAD
      • CCG: ingestive SUBDUE SUFFICIENT
      • CCCG: ingestive SUBDUE SUFFICIENT to all locations
    • 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
      • CB: ingestive SINGLE INFLICT 2 reduce your maximum hits by 1 to each location, minimum of half starting
      • CCB: ingestive SINGLE INFLICT 4 reduce your maximum hits by 2 to each location, minimum of half starting
      • CCCB: ingestive SINGLE INFLICT 6 reduce your maximum hits by half to each location
  • 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.
      • S: 1  RESIST 
      • SS: 2  RESISTs 
      • SSS: 3  RESISTs 
      • SSSS: 4  RESISTs 
    • Immunity- 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.
      • SR: immune to HALT and FREEZE
      • SC: immune to BLIND and SILENCE
      • SG: immune to STRIKEDOWN, REPEL and DISARM
      • SRC: immune to HALT, FREEZE, BLIND and SILENCE
      • SRG: immune to HALT, FREEZE, STRIKEDOWN, REPEL and DISARM
      • SCG: immune to BLIND, SILENCE, STRIKEDOWN, REPEL and DISARM
      • SRCG: immune to HALT, FREEZE, BLIND, SILENCE, STRIKEDOWN, REPEL and DISARM
    • Poison resistance- may be drunk after you have taken poison effects, but before onset
      • SB: 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
      • SSB: 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.
      • RRA, 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.
      • GCA, conditioned with Smiting Body: Ingestive venom dealing SPIRIT SUBDUE HEX.
    • 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.
      • SBA: Grants resistance to non-weapon delivered [colour] damage only.
      • SBGA: Grants resistance to all [colour] damage.

Noncombat Alchemy

These potions are less straightforward in application, and won't generally be applicable to combat. This list is much less important if you are thinking about statting a straightforward alchemist, or one for linears.

  • 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.
    • Racial detection- these are alchemical INFLICT 2 effects, they have no effect on your DETECT MAGIC/SPIRIT responses.
      • CG: Pick a playable race. You will no longer respond to DETECT [that race].
      • SG: Pick a playable race. You will now respond to DETECT [that race].
      • CSG: 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. The base must be conditioned with an effect relevant to a race you are either emulating or supressing.
      • CGA: Pick a playable race. Subtract that race's detect responses from your own.
      • SGA: Pick a playable race. Add that race's detect responses to your own.
      • CSGA: Pick a playable race, or none at all. Replace your detect responses with those of that race.
    • Magic/spirit detection- 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 level 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.
      • BA: Add a detect/recognise response of the appropriate colour.
      • RA: 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. While we would definately prefer that you make a reaction to this, it need not be the obvious one.
      • CR: Lust. (Although not too much, please!)
      • CG: Gluttony.
      • CS: Greed.
      • CB: Sloth. (Might make a berserker safer to be around, but has no mechanical effect on them.)
      • CR: Wrath. (Might make a berserker more exciting to be around, but has no mechanical effect on them).
      • CC: Envy.
      • CB: Pride.
      • CC: Ennui.
      • CG: Paranoia.
      • CS: 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 thir character, but they should remember that the brain isn't working as it normally might.
      • CGS: Truth. Not a literal truth potion, but it will lower your inhibitions, lower your sense of consequences, make you garrulous and make you suggestible.
      • CBR: 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.
      • CGB: Suggestibility. You will be credulous, suggestible, and inclined to follow orders.
      • CRS: 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.
      • CCC: Euphoria. Possibly addictive.
      • CRG: 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.
      • SA: 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.
      • CSA: 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.
      • CSA: Taint Soul. 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.
      • CR: Acid.
      • CB: Alkali.
      • CG: Lubricant.
      • CS: Solvent.
      • BG: Glue.
      • GR: Dye.
      • SG: Bleach.
      • BS: Dry ice.
      • BR: Heat.
      • SR: Preservative.
    • Fortification- allows someone to temporarily overcome Weakness or Frailty, however caused. Will last for 5 minutes, and while there are no mechanical drawbacks, you may wish to consider roleplaying exhaustion afterwards.
      • GB: Overcome Weakness, or reduce Frailty to Weakness.
      • GBS: 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.
      • BG: Conceals tracks with as much skill as someone with Conceal Tracks 1 (or a second level spell).
      • RBG: Conceals tracks with as much skill as someone with Conceal Tracks 2 (or a fourth level spell).
      • SRBG: 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.
      • RSG: Obfuscation mixture.
    • 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...
      • GS: Mellowing, relaxing, mild sedative. Effects last for 1-2 hours. An overdose might send you to sleep, but nothing worse.
      • RB: 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.
      • CRA: 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
      • SB: Anaesthetic. Removes all pain for about 10 minutes.
      • CR: Antiseptic. Will sterilise wounds, equipment, etc. Should be diluted in at least two litres of water before use.
      • CG: Contraceptive. Effects last about 6 months. May also be used to induce an abortion.