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Posted: Fri Dec 17, 2010 7:32 pm
Chapter 4 {Alchemy}
Alchemy is one of the categories that make up the Magical Arts. This skill allows you to identify the different properties of different ingredients. These ingredients can then be used to make potions and poisons. The potency of the potions/poisons you make is determined by your experience in alchemy. Master Alchemists are capable of creating potions/poisons with extremely powerful effects. Typically, potions are used to make effects such as:
-Healing -Poisoning (Interior Damage) -Energy Draining -Energy Boosting -Charm-like effects -Other minor abilities (arguable)
An Alchemist must have the ability to recognize different plants, effects, spices, creatures, and other ingredients that are useful in potion making. Potions take a long time to create, and rarely ever can an Alchemist combine ingredients and make a successful potions in a matter of seconds.
All Alchemists are recommended to carry the four main tools of Alchemy with them. Seeing as these are rather large instruments, it is not suggested you carry all four of them simultaneously.
-Mortar & Pestle: This is the basic apparatus you need to combine two or more ingredients to create a potion; it is the only required apparatus. -Retort: The Retort increases the magnitude and duration of all positive effects of the potion. -Calcinator: The Calcinator increases the magnitude and duration of all effects, both positive and negative. -Alembic: The purpose of the Alembic is to decrease the magnitude and duration of negative side-effects in potions.
The Alchemist specializes in at least two forms of potion-making. Each Potion/Poison has less effects than the actual spells themselves. No individual can create as many potions as they want in different categories, as that is far too much a span of knowledge for one to maintain, unless they refer to a spellbook. Almost all potions, unfortunately, have some sort of negative side effect to them.
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Posted: Fri Jan 07, 2011 9:34 pm
Healing and Restoration Potions
(All listed potions within this section are to be taken by mouth)
(1.) Restore Health Potion: Effects: -Gradually heals all current wounds -Replenishes a small amount of energy Duration: 3 minutes Ingredients: -Aloe Vera Leaves -Dragon Heart -Lavender Sprig -Donation of blood from the Alchemist -Any fruit (optional, for flavor dominance)
(2.) Restore Fatigue Potion Effects: -Removes any aches/sores from the body -Grants you a temporary supply of fatigue, gradual buildup, prevents you from getting tired Duration: 5 minutes Ingredients: -Flour -Leek -Bark of any tree -Drop of Elven Blood -Any fruit (optional, for flavor dominance)
(3.) Restore Agility Effects: -Grants the individual a temporary boost in their agility Duration: 5 minutes Ingredients: -Summer Bolete Cap (mushroom that can be located within forests) -Sage -Tomatoes -Arrowroot (plant located within any forest) -Eagle feather
(The listed potions should have a light-blue color to them)
(4.) Potion of Life: Can only be created by a Master Alchemist or Higher Effects: -Upon receiving fatal wounds, or verging on the point of death, or after having already died, this potion returns your soul to your body, enabling you to come back to life. Duration: No particular Duration, can only be consumed once (the entire potion) Ingredients: -Sacrifice of the Alchemist making it (Donate their heart and soul into the potion) -Elven blood -Heart or Scale of a Dragon (Preferably an Orochi's) -The core of an Alchemist's staff -Aloe Vera Leaves -Mother Stone (refer to the Felhum race) (ground into a fine powder)
Side Note: The Alchemist making this potion must kill themself or have another individual kill them in order to devote his/her heart and soul into the potion itself. Their staff must then be broken and the core placed into the potion. This potion is entirely centered upon sacrifice. It is rare to ever find such a potion and it is also rare for an Alchemist to even consider making such a thing.
(The listed potion above should have a gold-white color to it)
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Posted: Fri Jan 07, 2011 10:07 pm
Dispel/Curing Potions
(All listed potions within this section are to be taken by mouth)
(1.) Cure Disease Effects: -Cure any unnatural or unwanted disease within the body. (Commonly used as medicine but has a high risk of creating strange side effects) Duration: No particular Duration Ingredients: -Aloe Vera Leaves -Mandrake Root -Withering Moon (bulb-like glowing plant that grows in caves) -Donation of blood from the Alchemist Side Effects: -Sudden loss of energy, as body needs time to heal itself after extermination of the disease (7 hours, a night's sleep) -Withering Moon is strong, and can rarely be consumed by humans without any essence of magic within them.
(2.) Cure Paralysis Effects: - Frees your body from any form of Paralysis (that is if you can even drink it with a paralyzed body) Duration: No particular Duration Ingredients: -Imp Gall (taken from the body of an Imp) -Sesame Seeds -Mandrake Root -Snake Venom -Honey Side Effects: -None, however it can only be consumed once a day
(3.) Cure Poison Effects: -Cures any poison within the individual Duration: No particular Duration Ingredients: -Ginseng (plant found in forests nearby the Savage Lands) -Mandrake Root -Tooth of a hound -Strawberry -Direct Nectar from any plant -Donation of Blood from the Alchemist Side Effects: -None, however it may or may not work due to the experience of the Alchemist who prepared it
(4.) Dispel Effects: -Dispels any current magical charm or curse Duration: No particular Duration for charms, for a curse only 30 minutes Ingredients: -Raw Beef -Tobacco -Ectoplasm (Glowing ash left behind by defeated spirits) -Blended using any form of magical power (boiled by magic fire, churned by magic wind, boiled in magic water) Side Effects: -If you are vulnerable to any of the element powers that are used in the creation of the potion, the potion itself will not function
(The listed potions should have a deep-green color to them)
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Posted: Sat Jan 08, 2011 7:24 am
Resistance Potions
(All listed potions within this section are to be taken by mouth)
(1.) Resist Fire Effects: -Grants you a temporary body shield that resists only fire Duration: 10 minutes Ingredients: -Any form of crystallized ice developed from magic -Bonemeal (crushed bones) -Cheese -Dragon Scale Side Effects: -Once the potion has worn off there is a few moments where you become extremely vulnerable to fire attacks, to the point where they are lethal.
(2.) Resist Ice Effects: -Grants you a temporary body shield that resists only ice attacks Duration: 10 minutes Ingredients: -Ash from any form of fire made by magic -Lotus Seeds -Blue Cap (Mushroom found in forests nearby Oakshire) -Frost Dragon Scale Side Effects: -Once the potion has worn off there is a few moments where you become extremely vulnerable to ice attacks, to the point where they are lethal.
(3.) Resist Lightning Effects: -Grants you a temporary body shield that resists only lightning Duration: 10 minutes Ingredients: -Bark of a Maple tree -Crab Meat -Human Skin -Blackberry Side Effects: -Once the potion has worn off there is a few moments where you become extremely vulnerable to lightning attacks, to the point where they are lethal.
(4.) Resist Poison Effects: -Grants you a temporary body shield that resists poison Duration: 10 minutes Ingredients: -Mandrake Root -Tree Sap -Any body part of a Salamander -Snake Venom Side Effects: -Once the potion has worn off there is a few moments where you become extremely vulnerable to poison.
(The listed potions should have a magenta color to them)
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Posted: Sat Jan 08, 2011 10:12 pm
Charm Potions
(All listed potions within this section are to be taken by mouth)
(1.) Feather Effects: -Grants you a temporary ability to jump much higher and farther distances Duration: 15 minutes Ingredients: -Sacred Lotus Seeds -Venison -Sugar -Eagle Feather -Scale of a Chinese Lung Dragon Side Effects: -Once the potion has worn off there is a few moments when your jumping ability decreases only slightly
(2.) Cast Light Effects: -Casts a 5 foot radius of light around the user so that he/she may see in dark places Duration: 30 minutes Ingredients: -Watermelon -Glow Dust (taken from pure magic itself) -Dragon Teeth -Withering Moon (bulb-like glowing plant that grows in caves) -Ectoplasm (Glowing ash left behind by defeated spirits) Side Effects: -Your body will continue to glow only faintly for the period of a day (21 hours total)
(3.) Luck Effects: -Grants the individual with good luck through any circumstance or stituation Duration: 1 hour Ingredients: -Motherstone (refer to Felhum Race) (ground into a fine powder) -Glow Dust -Honey/ Sugar -Withering Moon (bulb-like glowing plant that grows in caves) - Any form of liquor or alcoholic beverage -Dragon Scale (any species) Side Effects: -The individual will undergo mediate loss of control of their own actions as if they were drunk and they will appear lightheaded and unintelligent to others, alongside a strong burst of spontaneous happiness. -It can only be taken once a day, or it will literally ensure death of over-poisoning
(4.) Chameleon Effects: -Grants the user temporary camouflage with his/her environment so that they may remain hidden. It is nearly invisible, however only the user's outline is barely visible. Duration: 30 minutes Ingredients: -Motherstone (refer to Felhum Race) (ground into a fine powder) -Scale of a Serpent -Withering Moon (bulb-like glowing plant that grows in caves) -Ectoplasm Side Effects: -This can only be consumed once a day, as over-dosage will unfortunately give the user an eternal chameleon that cannot be reversed.
(The listed potions should have a lime greenish-yellow color to them)
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