v11.13.19a

Alchemy

Some tap into the weave of ley lines to produce magical effects.  Others rely on skill, training, or physical prowess.  The alchemists rely on the science of magical chemistry to create a wide variety of potions, elixirs, unguents, and treatments that can provide nigh-miraculous effects.  Through careful process, and ancient recipes that have survived for centuries, alchemists ply their trade, turning plants and other materials into pure magic.

Recipes: The recipes in the chapter are those that are commonly known and understood.  Anyone with the Novice Alchemy skill has access to and can perform any of the Novice Alchemy Recipes as long as she has a Hermetic Workshop available.  This is similarly true of all three ranks of Alchemy.  Hollow Dawn may introduce additional recipes that are not commonly known and must be found through play.

Resources: This lists what Resources are required in order to make the recipe successfully.

Uses per Batch: If the process creates more than one use of a recipe, then it will be shown here.

Expiration: This will show when the alchemical substance will lose its potency.  Note that this is not the duration of the effect that is granted by using the substance, but instead how long the substance will remain potent for.  The default for potency is “Never”, meaning that most alchemy never “goes bad”.  

Application: Describes how the substance is to be used.  “Quaff” means the character must mime drinking the liquid for at least three swallows, or actually drink three swallows (or the entire vial, whichever is less).  Quaffed substances can always be taken/mixed with food or drink, but giving it to someone who is unawares must follow the same procedure as using a topical poison to poison another (see below).  “Topical” means that the character should mime rubbing it on the target, whether that be a weapon, food, drink, or a person.  Please keep in mind that no actual touching is allowed without prior express consent. Only trained alchemists or characters that have taken the poisoner skill may apply topical poisons without also taking the Effect.  Topical poisons can also be applied to food or drink.  Doing so requires that a poison token be added to the food or drink and an information card must be attached to the food’s container (plate, cup, etc.).  Each Topical preparation will also list what happens when it is ingested.  Applying a preparation to food takes exactly as much time as it does to place the token in the food/drink and attach the information card.   “Component” means that it creates another physical item that is used as part of another crafting process.

Poison Token: A poison token should be a small plastic piece without any sharp edges.  It shouldn’t be larger than 1.54 inches in any direction (poker chip) and may be no less than three-quarters of an inch across (about the size of a small guitar pick).  The token can be of any color, but if it is not noticed, the poisoning does not occur.  Similarly, if the token is found, but none of that food has been ingested (or touched, if it is a contact poison) then there is no effect. When a character notices a poison token, he/she should look on her plate, cup, or other container for the info card which details the effect of the poison/substance.  If no information card can be found, and the Call is not written on the token itself, the poisoning is not successful.  It is highly recommended that players store the Poison Tokens in a zip lock bag, or some other way to keep them clean.  After being used, please make sure to wash the tokens thoroughly.

Crafting Process: This is the actual description of how the substance is created: the recipe itself.  These procedures must be followed exactly at a Hermetic Workshop, using the required tools, in order to prepare an Alchemical Preparation.  If any part of the crafting process is not followed, the process must either be immediately restarted, or it can be abandoned.  If it is restarted, the Resources are not used up, but the process must start again immediately.  If abandoned, all Resources that would have been used in the recipe are rendered useless and ruined.

        Most of the crafting process will be per force role-played. If the recipe says to cut up the stems of a Night Prize, for example,  and grind them with  mortar and pestle, this should be mimed, rather than actually attempting to destroy the prop. If players wish to bring additional props to enhance their roleplay of crafting, it is encouraged as long as the structure of the crafting process is followed. Many instructions say to do something for a “turn”;  this means one turn of the provided hourglass.

        All Crafting must be accompanied by the filling out of an information card, which must be kept with the item.

Description: The description is the in-game view of the item.  It may contain history, flavor text, or even physical descriptions of the item.  The description says what the crafting character (rather than the player) knows about the item being made.

Effect: This is where the exact mechanical and role-playing effects of the item are explained.

Hermetic Lab: In each game, there will usually be a designated game space setup as a Hermetic Lab.  This is where characters will craft all of their alchemy items. The items that will be there and used in different recipes are the following:

Dependence-causing: After using a substance that is dependence-causing even once, the character will find her need for more grows.  A dependant character will make a serious attempt to seek out more of the substance at least once between Long Rests.  If the character does not take a dose between Long Rests it will cause the character to be Inherently Weakened and reduce all sources of Healing to 1 point until a dose of the substance is used or the dependance is cured.  Service Points can be used to rid the character of a dependency between Events and similarly, the character can be considered to find a dose of the substance (although no further benefits will be gained) by taking a voluntary 2 hour NPC shift.  Substance addiction is a serious issue so please roleplay this with respect.  If you have any issues with having a dependance-causing effect upon you, please seek out a staff member so we can resolve any issues that you might have.


Mana Sickness: A character with Mana Sickness will feel slightly nauseous every time she cast a spell.  For every time the character should get Mana Sickness while she already has it, the sickness gets worse.  A character who uses a substance that would give Mana Sickness who already has it, will start taking a Drain by Nausea, Quick 100 Effect whenever she expends a spell-slot.  The duration of this is cumulative, so if she took a second substance that caused Mana Sickness while she already had it, every spell-slot would cause a Drain by Nausea Effect for a Quick Count of 200.


Apprentice Alchemy Recipes

Adialosa’s Bodily Health Drops [Apprentice Recipe]

Resources: 1 Bloom

Uses per Batch: 1 serving

Expiration: Never

Application: Quaff

Crafting Process: Take whole Bloom and fit entirely into a small vial. Add three drops of water and shake vial vigorously for one Hourglass’s turn. Then, let stand for a second Hourglass’s turn. Finish the product by adding Alchemical Suspension until the vial is full.

Description: A liquid that looks like a dehydrated person's urine, it smells slightly of spirits, citrus and peaches.  Usually just called “Health Drops”.

Effect: Heals 1 Life Point upon drinking the potion.

Adderstrike Venom [Apprentice Recipe]

Resources: 2 Night Prize

Uses per Batch: 3 servings

Expiration: Never

Application: Topical (Any weapon/food/drink)

Crafting Process: Pick apart the caps of the Night Prizes and place them in a vial.  Cover just slightly with water and stir gently while reciting First Lich’s Prayer once. Chop up the stems with a sharp object and slowly add to the mixture.  Let it boil for three full hourglass turns and then decant into a vial or jar.  Deposit Night Prizes into ashbin.

Description: A reddish brown liquid that slightly burns to the touch when applied to bare skin. It has a faint acidic smell to it.

Effect: Once applied to a weapon for a Quick Count of 30, the weapon can make one attack with a +2 bonus to its damage “by Poison” before the end of the Event.  Note that any one attack will only ever have one Accent.  If a second alchemical preparation of any kind is applied to the same weapon, the Adderstrike Venom will become inert.  This may also be added to food or drink and it will cause 4 points of Piercing damage by Poison.

Alcohol [Apprentice Recipe]

Resources: 1 Bloom

Uses per Batch: 5 servings

Expiration: Never

Application: Quaff

Crafting Process: Grind the Bloom into a fine powder, and mix with water inside the retort. Heat retort with a flame, allow the solution to boil and collect final product.

Description: Most ancient of all the alchemy is the sacred creation of alcohol.  With but a single Bloom and other ingredients for flavoring and texture, five servings of this mystical brew can be created.   Each serving is the approximate strength of three shots of most alcohols.

Effect: This brew only has role-playing effects.  It will induce a role-playing effect of being intoxicated. The player may role-play this as they wish.  The character can remain drunk until she completes a Long Rest.  However, the player may opt to end it at any time for whatever reason.  Its effects can be forcibly removed by Cure Poison.

Enervation Poison [Apprentice Recipe]

Resources: 1 Night Prize

Uses per Batch: 1 Serving
Expiration: Never

Application: Topical (Any weapon/food/drink)

Crafting Process: Wear gloves for this process, or you could accidentally poison yourself! Heat Night Prize slowly over a candle flame until it is hot to the touch (about three repetitions of the First Lich’s Prayer), but do not burn. Squeeze warm Night Prize over a vial and collect any liquid. Add a drop of iron from ore-grade dirt or a drop of your blood to determine potency. If it bubbles, the process was successful.

Description: A purplish sticky liquid that smells slightly of citrus.  The liquid easily sticks to whatever it is poured on and is difficult to wipe off.  

Effect: Once applied to a weapon for a Quick Count of 30, the weapon can make one attack that causes “Weakness by Poison” before the end of the Event.  If a second alchemical preparation is applied to the same weapon, the Enervation Poison will become inert.  When ingested, Enervation Poison causes Drain by Poison.

Holy Oil [Apprentice Recipe]

Resources: 1 Bloom

Uses per Batch: 1 Serving

Expiration: Never

Application: Topical (Any weapon or materia)

Crafting Process: (May only be done in a place of religious power! Does not happen at a Hermetic Laboratory.) - While humming hymns softly to greater powers who oppose the Living Dead, take one Bloom, grind it, and mix it into a vial of water. Then, heat it slowly over a candle flame for five hourglass while swirling. Once it begins to simmer, remove the vial and allow to cool. Now, either remove the Bloom via decanting or straining the remaining liquid, which is your final product.

Description: A clear oil, with a faint floral scent.  Looking closely at it, you can see particles within it that slightly glimmer.

Effect:  Upon pouring the oil over a packet of materia (spell-ball or spell-packet), the materia can then be thrown to harm the Undead.  The Call for this packet is “2 Piercing to Undead by Radiance”.  If applied to a weapon for a Quick Count of 30, it allows the character to add +2 damage to a Spike the character uses as long as she adds the “by Radiance” Accent and the “to Undead” Qualifier.  If ingested (Slayers often lace bodies with Holy Oil to catch Ghouls, in which case the body is the container) Holy Oil causes 4 Piercing to Undead by Radiance.

Minor Mana Potion  [Apprentice Recipe]

Resources: 1 Bloom, 1 Night prize

Uses per Batch: 1 serving

Expiration: Never

Application: Quaff

Crafting Process: Take Bloom and wrap entirely around a Night Prize. Squeeze the two so that any liquid from the Night Prize is soaked up by the Bloom. Then, heat the Bloom slowly by candle flame until warm to the touch, but not burning. While Bloom is still hot, tear into fine bits and soak in vial with Alchemical Suspension. Shake for one hourglass’s turn.

Description: Bright blue, this thick potion tastes sickly sweet when drunk.

Effect:  Instantly restores three Novice level spell slots that have been expended.  This potion causes Mana Sickness.

Nyte Tea  [Apprentice Recipe]

Resources:1 Night Prize

Uses per Batch: 5 servings

Expiration: Never

Application: Quaff

Crafting Process: Take Night Prize and add it to a hot cup of water.  Let it steep for 2 turns.  Remove it from the water and tear it into smaller pieces.  After letting it cool, add it back into the water.  Decant into another vial and let sit for 2 more turns.

Description: A light tea, with a slight tingliness upon the tongue when drank.  Often times brewers have their own blends that alter and add brighter flavors to the drink. Many different blends are enjoyed by different cultures around the land, everyone seems to have their favorite.

Effect: This brew only has role-playing effects.  It will induce a role-playing effect of having a very slight hallucinogenic buzz, much like alcohol makes you intoxicated.  The character may experience mild sensory hallucinations of a generically pleasant kind.  Too much Tea can result in darker and more revealing sensory experiences.  The player may role-play this as they wish.  The effect will last until the character completes a Long Rest.  However, the player may opt to end it at any time for whatever reason.  Its effects can be forcibly removed by Cure Poison.

Spellnaught Draught  [Apprentice Recipe]

Resources: 3 Bloom

Uses per Batch: 1 Serving
Expiration: Never

Application: Quaff

Crafting Process: Using the scale, find a packet of materia that is as close to the same weight as your three Bloom. Drip 24 drops of Alchemical Suspension over the packet, and squeeze out the Alchemical Suspension into a vial. Grind all three Bloom into a fine powder with the mortar and pestle, add to the materia-soaked Alchemical Suspension in a vial. Shake vigorously for at least 50 shakes.  The Alchemical Suspension is not consumed in this process.

Description: Smelling of cloves, the potion is a light auburn color.

Effect: The potion, when drunk, Grants Protection from Packets and Verbals that lasts until used, or until the end of the Event, whichever comes first.

Foundation Resource Infusion  [Apprentice Recipe]

Resources: 1 Rare Mineral

Uses per Batch: 2 servings.

Expiration: Never

Application: Topical (Foundation Resource)

Crafting Process: Grind the Rare Mineral in the mortar and add to a vial of Alchemical Suspension.  The alchemist recites the First Lich’s Prayer while an enchanter touches the vial with a Foundation Resource while standing in a Planar Weir.  

Description: A clear substance with strange swirls in it.  Staring intently at the swirls will bring thoughts to mind that match the Foundation Resource held within.

Effect:  The Foundation Infusion can be used in place of a Foundation Resource in either Alchemical Recipes or Enchanting Formulae.  Indeed, a Foundation Infusion must be used in Alchemical Recipes, rather than an actual Foundation Resource.

General Alchemical Supply  [Apprentice Recipe]

Resources: Any 1 Resource.

Uses per Batch: 1 serving

Expiration: Never

Application: None

Crafting Process: Take the Resource and speak the First Lich’s Prayer over it before either putting it in the mortar and grinding it (to make salts) or run water over it and catch the runoff for Suspension.

Description: Either a powdery salt or clear Alchemical Suspension.

Effect: Produces a finite amount of either salts or Alchemical Suspension, enough to fill any standard container.

Hardening Lacquer  [Apprentice Recipe]

Resources: 1 Ingot, 1 Rare Minerals

Uses per Batch: 1 Serving

Expiration: Never

Application: Topical

Crafting Process: Make sure the Rare Minerals are in a vial. Heat the Ingot over the flame, holding it in the tongs.  After one turn of the hourglass, scrape shavings of the ingot with the knife into the Rare Minerals vial.  Pour the mixture into the mortar and add four drops of Alchemical Suspension.  Grind into a paste.  Scoop back into a vial and cork.

Description: This dark paste has flecks of sparkle in it and it is usually applied with a disposable rag.

Effect: This special lacquer can be rubbed vigorously on any item to give it a Protect against Shatter.  If the item is handed around, the information card must go with it.  If ingested, the Hardening Lacquer causes Drain by Poison.

Steel Oil  [Apprentice Recipe]

Resources: 1 Bloom, 2 Ingots, 1 Foundation Resource Infusion - Power

Uses per Batch: 1 serving

Expiration: Never

Application: Topical (armor, food, drink)

Crafting Process: Harvest the Bloom specifically for any petals it has, and discard all other remains. Soak the petals completely in Foundation Resource Infusion - Power for at least an hour. After returning, decant Alchemical Suspension and keep (as a nice, floral flavored liquor, or for more alchemy in the future). Grind the soaked petals with the Ingots using the mortar and pestle for one turn, then put the resulting slurry into a vial.

Description: A greasy thick oily paste, which after being exposed to air for a few moments, hardens and reinforces cracks.

Effect:  Upon roleplaying applying this oil to a suit of piece of armor for at least a Quick Count of 30, that piece grants +1 Armor Point (both maximum and current Armor Points go up by one) until the end of the next Long Rest.  Because of the nature of the oil, it stiffens, meaning that the armor suit must be worn when it is applied, and the effect will end if the piece of armor is removed.  Steel Oil will work on non-metal armors, but not on summoned or natural armors.  No single piece of armor can benefit from more than one Steel Oil at any one time.  Steel Oil, if ingested, will cause the Slow by Poison Effect.

Vision Valiant  [Apprentice Recipe]

Resources: 2 Night Prizes, 1 Bloom

Uses per Batch: 1 Serving

Expiration: Never

Application: Quaff

Crafting Process: Scrape the Night Prizes’ surface for their skins, and add the skins to the mortar. Dispose of what remains of the Night Prizes to the ashbin. While wearing gloves, slowly bruise the Night Prizes’ skins. At the same time, allow the Bloom to soak in a container of water. After one hourglass turn of bruising the Night Prizes’ skin, pour the Bloom soaked water over them, and grind finely with a mortar and pestle for one turn. Pour entire complete solution created into a vial.

Description: Salty and sweet, this milky white drug goes down like candy.

Effect: This is a dependence-causing drug. This drug can let the character see things usually unseeable.  The character will be able to see both tracks (tracking flags: green with the Halo Sigil) and the unseen (supernatural flags: red with a Halo Sigil) and will be able to read any information cards on those flags.  The enhanced vision will last only until the character takes a Long Rest.

   Journeyman Alchemy Recipes

Adialosa’s Elixir of Bodily Health [Journeyman Recipe]

Resources: 3 Bloom

Uses per Batch: 1 Serving
Expiration: Never

Application: Quaff

Crafting Process: Take all three Bloom and fit entirely into a vial. Add nine drops of water and shake vial vigorously for one hourglass’s turn. Then, let stand for a second turn. Finish the product by adding Alchemical Suspension until the vial is full.

Description: A green tinted liquid that smells strongly of spirits, citrus and peaches.  This is often just called a “Health Potion”.

Effect: Heal 4 upon drinking the potion.

Alchemist Fire [Journeyman Recipe]

Resources: 1 Bloom, 1 Foundation Resource Infusion - Power 

Uses per Batch: 1 Serving
Expiration: Never

Application: Topical (Weapon, food, drink)

Crafting Process: This procedure can create unstable mixtures. Be sure to wear gloves, and use glassware that is free of cracks. Begin by filling a small glass bottle with Alchemical Suspension and adding the Foundation Resource Infusion. Then, being careful as to not disturb the solution, add the Bloom slowly, leaf by leaf to the solution. Cap, and slowly heat this solution for one hourglass’s turn. Then leave the solution to cool while repeating the First Lich’s Prayer three times.

Description: Black and sticky, like tar, with glimmers of metallic flakes suspended within the compound.

Effect:  Once applied to a weapon for a Quick Count of 30, the weapon can do one blow that is “5 Fire” before the end of the Event.  If a second Alchemical preparation is applied to the same weapon, the Alchemist Fire will become inert.  If ingested, Alchemical Fire causes 3 Piercing by Poison.

Bloodseeker Draught [Journeyman Recipe]

Resources: 2 Night Prizes

Uses per Batch: 1 Serving
Expiration: Never

Application: Quaff

Crafting Process: CAUTION! This liquid must sit for at least six and one hours to ferment. Take the two Night Prizes and add to the bottom of a vial or container.  Fill halfway with water.  Prick finger and add 5 drops of blood to the draught.  Slowly warm over heat for two turns of the hourglass uncorked.  Quickly remove from heat and cork the mixture.  Let rest for at least six and one hours to ferment. The longer it ferments, the stronger the intoxication effect.

Description: A strong heady drink, mildly alcoholic with a faint metallic taste.

Effect: After the character drinks this potion, it will increase Spike Damage by +1 until the end of the next Short Rest. It will also create a mild intoxication effect during this period that can end at any time the player wishes.

Bonestill Powder [Journeyman Recipe]

Resources: 1 Night Prize, 1 Harvest

Uses per Batch: 1 Serving
Expiration: Never

Application: Topical (Weapon)

Crafting Process: Grind the Harvest in the mortar and then add into a vial mostly filled with Alchemical Suspension.  Agitate for one turn of the hourglass.  Then soak the Night Prize fully with the result.  Leave to dry for one hour.  When dry, toast lightly over flame to finish the drying before grinding in the mortar.  The resulting powder should be kept in a vial.  To apply to a weapon, a few drops of Alchemical Suspension might be needed, but for other applications, the powder is enough.

Description: A dark brown powder that will turn muddy if Alchemical Suspension is added to it.   It smells slightly of sassafras root.

Effect: Once applied to a weapon for a Quick Count of 30, the weapon can make one attack that is “Paralysis by Poison until Short Rest” before the end of the Event.  If a second Alchemical preparation is applied to the same weapon, the Bonestill Powder will become inert.  If ingested, Bonestill Powder causes “Paralysis by Poison”.

Circle Chalk [Journeyman Recipe]

Crafting Materials Needed: 1 Harvest, 2 Minerals

Uses per Batch: 4 pieces

Expiration: Never

Application: Topical (component)

Crafting Process: Grind the Harvest and Rare Minerals together in a large mortar and pestle, creating a mix of powders. Then, one drop at a time, add Alchemical Suspension until it holds together. Let the product sit in open air until it is dry to the touch for about ten minutes.

Description: A simple white chalk, with a silver marbling throughout.

Effect: The creation of Circle Chalk is an ancient recipe that creates the particular kind of chalk that can be used to inscribe Haven rituals and other such magical diagrams. Each time a piece is used in the Haven ritual, it can substitute for a coin or rare mineral, adding protection against three more creatures each piece of chalk. It can also substitute in any other ritual as a Bloom, Ingot, Hide or coin.

Delicious Rage [Journeyman Recipe]

Resources: 5 Bloom

Uses per Batch: 1 Serving
Expiration: Never

Application: Quaff

Crafting Process: Draw two fingers worth of Alchemical Suspension into a standard vial.  Place one Bloom in the mixture and heat over flame for one full hourglass length.  Quickly pull from flame and blow on the mixture to cool it quickly for approximately the length of the Lich’s Prayer.  Pull apart the other four Blooms and place them in the vial.  Reheat the mixture for another full hourglass length.  Remove from and decant into vial.

Description: The thickness of blood, but dark purple in color, it has a spicy kick to it.

Effect:  This drug is dependence-causing but it’s effects all only last until the character has completed a Short Rest. First, it increases the character’s Spike Damage by +2 and grants the strengthened Condition.  The character can also sacrifice 2 Life Points in order to perform a Spike.  Finally, the first time the character would be dropped to 0 Life Points by damage, instead, she is healed to full Life Points and becomes berserk.  The roleplay effects of this drug are that it makes the inhibitor aggressive and irritable while under its effects or under a dependance to it.

Elixir of Expeditious Retreat [Journeyman Recipe]

Resources: 2 Bloom, 1 Harvest

Uses per Batch: 1 Serving
Expiration: Never

Application: Quaff

Crafting Process: Take the Harvest and soak it in three finger-widths of water.  While it soaks, heat up both Bloom over a candle where the edges of the bloom start to crisp.  Remove the spent Harvest from the water and discard.  Take the Bloom and muddle within the water that the Harvest had been soaking in.  Heat the entire mixture over a candle for one turn of the hourglass.  Then quickly bottle the preparation and stopper.  Let cool in bottle for use.

Description: Once opened, the clear substance begins to react with the air, heating up.  When drunk, the heat consumes the mouth for a few quick seconds but eventually fades as it wears off.

Effect:  Immediately after quaffing this elixir, the character gains Immunity to Damage and Effects.  This Immunity is very specific however.  It will only last until the character makes an attack, or until they have taken ten steps.

Liquid Agility [Journeyman Recipe]

Resources: 1 Bloom, 1 Rare Mineral

Uses per Batch: 1 Serving
Expiration: Never

Application: Quaff

Crafting Process: Boil some water in a container over a flame.  Once it has a vigorous boil to it, slowly add in the leaves of the bloom a little bit at a time, over the course of a few minutes.  Continue to let it boil.  Once all the bloom has been added, add in the Rare Minerals. Quickly stir the mixture while removing it from heat.  As it cools, it will turn into a silver liquid.  Add two pinches of salt and 3 drops of Alchemical Suspension while continuing to stir.  After a full turn of the hourglass while cooling, it can be poured into a fresh vial to be used later.

Description: Looking like quicksilver, this potion is usually shot quickly as it is believed to be good luck to drink it as fast as possible.

Effect: Grants one Protection against Thrown that lasts until the end of the Event or until used.  The character should call “Protect!” when they Counter the Thrown attack.

Malleable Beauty [Journeyman Recipe]

Resources: 1 Night Prize, 3 Bloom

Uses per Batch: 1 Serving
Expiration: Never

Application: Quaff

Crafting Process: Start with a pinch of salt over the Bloom.  Grind them all into a fine powder with the mortar and pestle.  Dust the mixture over the Night Prize and heat the Night Prize over a flame for one turn of the hourglass, keeping it a good distance from the flame so that it doesn’t burn, but instead just lightly toasts.  The heat of the flame will activate the Night Prize and infuse the powder dusted upon it.  Gently shake the powder off the Night Prize.  The Night Prize can be discarded and the powder will then be ready for consumption.  The dust should be collected in a vial.

Description: Not a liquid, Malleable Beauty is a powder that is poured upon the tongue to dissolve.  Most will let it naturally dissolve there as it takes effect. It has a strong sour flavor to it, which is why many eat it with honey.

Effect: This dependence-causing drug creates a strong role-play effect. Part of that includes reduced inhibitions, a strong euphoric effect, and will encourage the user to try things that she wouldn’t normally do.  In addition, it has the mechanical effect of allowing the character to recover one spent Power of 6th level or less (the Power cannot have the Refresh Effect), or refresh one expended Novice or Intermediate spell-slot.  The drug lasts approximately one hour or until the player wishes it to end. After she comes down, she will have difficulty not taking a pessimistic view of every situation until she can find her next dose.

Mana Potion [Journeyman Recipe]

Resources: 1 Night Prize, 2 Bloom

Uses per Batch: 1 Serving
Expiration: Never

Application: Quaff

Crafting Process: Take the first Bloom and wrap entirely around a Night Prize. Squeeze the two so that any liquid from the Night Prize is soaked up by the Bloom. Discard Night Prize in the ashbin. Weigh the first Bloom on the scale with the second Bloom (it should be heavier with the Night Prize liquid).  Add salts to the second Bloom so that they are both equal in weight.   Then, heat the First Bloom slowly by candle flame until warm to the touch, but not burning. While Bloom is still hot, tear into fine bits and soak in vial with Alchemical Suspension. Add the second Bloom and salts to the vial. Shake for one hourglass’s turn.

Description: Bright blue, this thick potion tastes sickly sweet when drunk.

Effect: Instantly restores 3 spell slots of Intermediate tier or lower that have been expended. Drinking a Mana Potion causes Mana Sickness.

Noctilotoxin [Journeyman Recipe]

Resources: 1 Night Prize, 1 Harvest

Uses per Batch: 1 Serving
Expiration: Never

Application: Topical (Weapon, food, drink)

Crafting Process: Take the Harvest and cut it into small pieces/shards using the knife.  Separate to one side.  Slice the Night Prize into pieces about the size of your small finger.  Heat the pieces over a flame while reciting the First Lich’s Prayer twice.  Remove from heat and grind in a mortar.  Add three drops of Alchemical Suspension and continue to grind.  It should start to form a paste at this point.  Add in the chopped Harvest slowly while continuing to mix.  Let rest for one turn of the hourglass and then carefully store it in a vial until use.

Description: A green sticky substance that has a putrid odor, smelling of decay and rot.  The smell is barely noticeable once on a weapon, but in its vial, if you hold it close to your nose it is very noticeable.

Effect: Once applied to a weapon for a Quick Count of 30, the weapon can make one attack that is “Taint by Poison” before the end of the Event.  If a second Alchemical preparation is applied to the same weapon, the Noctilotoxin will become inert.  If ingested, Noctilotoxin causes “Taint and Silence both by Poison”.


Pillowspore Poison [Journeyman Recipe]

Resources: 1 Night Prize, 1 Skin

Uses per Batch: 1 Serving
Expiration: Never

Application: Topical (Weapon, food, drink)

Crafting Process: Take the Skin and shave with the knife, collecting the shavings that come off into a vial.  Hold the Night Prize in the tongs over flame until they burn and then put the ashes into a vial with six drops of Alchemical Suspension.  Run the contents of the first vial (with the Skin shaving) through the retort into the second vial.  Agitate for a turn of the hourglass.  Then heat for a turn.  Then agitate for a turn.  Leave to cool and then cork.

Description: This hazy liquid smells slightly of soap.

Effect: Once applied to a weapon for a Quick Count of 30, the weapon can make one attack that is “Sleep by Poison until Short Rest” before the end of the Event.  If a second Alchemical preparation is applied to the same weapon, the Pillowspore Poison will become inert.  If ingested, Pillowspore Poison causes “Sleep by Poison”.

Runic Pigment [Journeyman Recipe]

Resources: 1 Bloom

Uses per Batch: 1 Serving
Expiration: Never

Application: Component

Crafting Process: Carefully soak the leaves or flowers of the bloom in water for 3 turns of the hourglass. Discard any other pieces you might have.  Squeeze out all liquid. Press the damp leaves and/or flowers into very thin sheet.  Take the dropper and place 8 drops of alcohol onto the sheet, as spread out as possible.  Mash into a paste using whatever implement you desire.  Bottle the paste and fill to the top with water.  Gentle shake it for a few seconds.

Description: A reddish/orange ink used in inscribing magical ruins.

Effect: Basic ingredient for making Eternal Ink.  Can replace two required Resources in Basic Ink or Magical Ink as well.  This item is a component in other recipes (see Runeforging) and has no mechanical use by itself.

Trollblood Potion [Journeyman Recipe]

Resources: 3 Bloom, 5 Harvest, 1 vial of blood that is no more than an hour old.

Uses per Batch: 1 Serving
Expiration: Never

Application: Quaff

Crafting Process: Take the vial of blood, it can be from any creature, but must be no more than one hour old.  Slowly heat it over a flame for ½ turn of an hourglass, or until the blood starts to coagulate. Grind the Harvest in a mortar and pestle.  Once the consistency of rough dirt or rock, start to add in the Bloom while continuing to grind.  The total amount of time should be the time it takes to recite the First Lich’s Prayer at least four times.  Take the mixture, and add it to the vial of blood along with two drops of alcohol.  Let sit for the time of a short rest before using.

Description: A mixture of bone, blood and flower, it is oddly chunky substance, both with a smell of iron, but also floral overtones.  The two do not mix.

Effect: The character can Heal 1 Life Point by Focusing for a Quick Count of 100.  She will heal to full after any Rest.  The character will have vulnerability to fire and acid, taking a Drain Effect for a Quick 100 (as well as any other Effects) from them, and will generally have difficulty thinking quickly or deeply.  This effect lasts until the end of a Long Rest.

Unliving Blood [Journeyman Recipe]

Resources: 1 Night Prize, 1 Bloom, 1 Harvest, 1 Foundation Resource Infusion - Ruin, 1 Foundation Resource Infusion - Power

Uses per Batch: 1 Serving
Expiration: Never

Application: Quaff

Crafting Process: This potion can only be made during the hours of darkness after the sun has set and before it has arisen.  The alchemist will take the Harvest, and grind it using mortar and pestle until it is a fine powder, for one turn of the hourglass.  In a vial, put 10 drops of Alchemical Suspension.  Pick apart the Bloom and Night Prize and place in the vial.  One pinch at a time, put the ground up Harvest into the vial, shaking it around after each pinch to make sure that it gets dissolved.  Let sit under the night sky for approximately 1 hour, and then add both Foundational Resources to the concoction.

Description: Glittery green specs suspended in a yellow goo.  The taste to a mortal is one of week old decaying rat mixed in with the finest apple spirits in the land.

Effect: If an Undead creature consumes this brew, it gains Shielding equal to its current maximum Armor Points up to the limit of 5 points of Shielding. It also increases its Spike Damage by +2, and gets one additional Spike.  The increased Spike Damage and the extra Spike last until the creature loses its last point of Shielding.  If a Living creature drinks this, it is weakened and tainted.  This brew will be ineffective if diluted and so cannot be mixed with drinks or food.

Veinfire Contact Poison [Journeyman Recipe]

Resources: 1 Night Prize, 1 Rare Mineral

Uses per Batch: 1 Serving
Expiration: Never

Application: Topical (Any item)

Crafting Process: Take the sample of minerals and combine with three pinches of salt.  Mix thoroughly.  Add to a beaker of water covering the mixture of minerals and salt and let sit for one turn of the hourglass.  While that is sitting, finely chop the Night Prize.  Decant liquid from the mineral mixture and add four drops of the liquid to the chopping Night Prizes. Discard remaining liquid.  Lightly breathe 5 times on the remaining mixture.  Gentle stir for 3 repetitions of the First Lich’s Prayer.  Don’t touch but use a tool to put the black paste into a vial.

Description: A black paste that smells of mint with a citrus overtone.

Effect: This attack is represented by petroleum jelly. If you touch the jelly with bare skin, you will take an effect of "Piercing 5 and Taint both by Poison."  Any character who does not have an Alchemy skill or the Poisoner skill takes the Effect while applying this poison.  An information card must be provided if this is left on an object.  If ingested, this poison does “Piercing 10 and Taint both by Poison”.


Master Alchemical Recipes

Adialosa’s Curative [Master Recipe]

Resources: 1 Bloom, 1 Rare Mineral, 1 Ingot

Uses per Batch: 1 Serving
Expiration: Never

Application: Quaff

Crafting Process: Take the Bloom and fit entirely into a vial. Add nine drops of water and shake vial vigorously for one hourglass’s turn. Then, let stand for a second turn. Take the minerals and slowly add to the vial, pinch by pinch until it turns deep green (it should take most of the sample of Rare Minerals).  Pour the entire mixture into another container and add the Ingot to it.  Let stand for 3 turns of the hourglass to allow the metal in the ingot react with the deep green mixture.  Pour back into the original vial and finish the product by adding Alchemical Suspension until the vial is full.

Description: A deep green liquid that smells strongly of spirits and citrus.

Effect:  Upon drinking the potion, the user is affected by a Cure Tainted.

Adialosa’s Panacea [Master Recipe]

Resources: 1 Bloom, 3 Rare Mineral

Uses per Batch: 1 Serving
Expiration: Never

Application: Quaff

Crafting Process: Take the Bloom and fit entirely into a vial. Add nine drops of water and shake vial vigorously for one hourglass’s turn. Quickly take two pinches of salt, add to the mixture along with the three Rare Minerals.  Finish the product by adding the Alchemical Suspension until the vial is full.

Description: A deep red liquid, smelling strongly of berries.  The taste is almost sickenly sweet with a syrup-like consistency.  

Effect:  Upon drinking the potion, the user immediately is affected by a Cure All Conditions Final.

Aerial Doom Powder [Master Recipe]

Resources: 2 Night Prizes, 1 Rare Mineral, 2 Harvest, 1 Foundation Resource Infusion - Power OR Death OR Ruin OR Energy

Uses per Batch: 1 Serving
Expiration: Never

Application: Topical (materia)

Crafting Process: For this recipe, it is important to make sure to cover your mouth and nose while making it with a cloth soaked in water to try and protect your lungs.  Keep it damp throughout the procedure.  For the first part of this recipe, boil the Rare Mineral in a bath of the Foundation Resource Infusion until the liquid of the Infusion has boiled off and it begins to smell burned.  Grind the result into an extremely fine dust for three  turns of the hourglass.  Take the Night Prizes and soak in water for three recitations of the First Lich’s Prayer.  Remove and squeeze out any liquid.  Take what is left of the Night Prize, and chop finely.  Grind up the two Harvest and add to the Night Prizes.  Mix thoroughly.  Add the ground Rare Mineral to the mixture.  Stir it again and then spread it out over a cloth so that it dries.  After about 10 minutes, coat a packet of materia in the powder.

Description: A superfine grey powder, much like powdered graphite. A slight whiff of it burns the nostrils.

Effect:  By applying this to a packet of materia, it can be thrown to cause Death by Poison.  If a character handles the packet without the Poisoner skill, or the Journeyman or Master Alchemist skills, that character takes the Effect.  This powder is volatile and if held too close to materia activated with magic or other power,  it will either go inert, if it is held while materia is charged, or will cause the other to go inert, if it is applied while there is activated materia in hand.  Ingested, Aerial Doom Powder is actually surprising ineffective, doing “2 Piercing by Poison”.

Agony Elixir [Master Recipe]

Resources: 1 Foundation Resource Infusion - Spark, Vial of heartblood

Uses per Batch: 1 Serving
Expiration: Event

Application: Quaff

Crafting Process: The alchemist must provide a vial of heartblood.  This is blood taken from as close to the heart as possible, preferably from deep inside the chest cavity.  Opening the wound enough will require the loss of at least one Life Point and then two more Life Points worth of blood must be collected before any Healing is received.  This is boiled quickly over an open flame and then the Foundation Resource Infusion is added and agitated.

Description: This tastes like deep, rich blood.  Regardless of how long ago it was brewed, it is warm, and the vibrancy of the liquid is obvious

Effect:  This potion gives the drinker the ability to cast one spell with the Grant Life Effect, even if she would normally by unable to because of that spell’s once-per-Long-Rest limit.  The spell cast may be any such spell, but only one additional casting is granted by the Agony Elixir.  As soon as this potion is imbibed, the character is wracked with unbelievable pain, which feels like every ounce of blood in her body is trying to stab her with tiny shards of glass from the inside.  The character is inherently drained by Agony until she completes a Short Rest.  There are many who have braved one drink of this type for the common good and have then sworn to die before they take another sip, whatever the cost.

Anti-magic Elixir [Master Recipe]

Resources: 5 Bloom, 1 Foundation Resource Infusion - Thought, 1 Foundation Resource Infusion - Refuge

Uses per Batch: 1 Serving
Expiration: Never

Application: Quaff

Crafting Process: Take the five Bloom and immerse in Alchemical Suspension.  Let it rest for about 10 minutes.  Once done, remove and discard the Bloom, take the liquid and heat over a flame for one turn of an hourglass.  Add three pinches of salt and continue to heat for three more turns of the hourglass.  Remove from heat and mix thoroughly with the two Foundation Resource Infusions.  Fill a vial to the top and discard the rest.

Description: A bubbly blue liquid, with the aroma of a salty sea coming from it.

Effect: Grants Immunity to Packets.  This will last until the end of the next Long Rest, or until 10 total packets have been stopped by it, whichever comes first.

Double Brew [Master Recipe]

Resources: 1 Foundation Resource Infusion - Tempus, 1 Foundation Resource Infusion - Aspect

Uses per Batch: 1 Serving
Expiration: Never

Application: Topical (Component)

Crafting Process: Take a vial of Alchemical Suspension, add three pinches of salt.  Stir.  Bring to a boil while adding five drops each of the two Foundation Resource Infusions (the rest should be discarded).  Cork.

Description: Suspended gold flakes float around in this faint blue liquid.

Effect:  When added as the last step to any alchemical recipe that is in the public list (with the exception of Double Brew), it creates two of those preparations rather than one.  That means if you use Double Brew with Alcohol, it will produce 10 servings rather than 5 servings.

Godsblood [Master Recipe]

Resources: 1 Foundation Resource Infusion - Spark, 1 Foundation Resource Infusion - Firmament, 10 Bloom, 3 Harvest, 1 Rare Mineral

Uses per Batch: 1 Serving
Expiration: Never

Application: Quaff

Crafting Process: The Bloom should be separated and laid out individually in order to let them dry out.  Take the three Harvest slice into thin slices.  Place into a bowl or container.  Sprinkle the Rare Minerals over the Harvest.  Take the Bloom, add one drop of Alchemical Suspension to each one.  Allow the Harvest slices and Bloom to dry out for an hour.  It can be covered while drying out. Come back, and only select the best looking Harvest, and the two best looking Bloom.  Grind them up in a mortar and heat in a vial for two turns of the hourglass.  Fill a vial one-quarter full with the Foundation Resource Infusion - Firmament and then the rest of the vial with the Foundation Resource Infusion - Spark, mix thoroughly.   Add to the other vial until that vial is full.  Discard all of the remaining pieces and liquids.  Swirl the vial slowly while reciting the First Lich’s Prayer once.

Description: Drizzled slowly into the mouth from a long tube is how this red potent liquid is usually consumed over several minutes, though may be quaffed more quickly if needed.

Effect:  After consuming this potion, until the end of the Event, whenever the character’s death count finishes, instead of becoming a Spirit, she Heals 1 Life Point.  This means that ten seconds after being Deathblowed, she will come conscious.

Liar’s Downfall Serum [Master Recipe]

Resources: 1 Bloom, 1 Night Prize, 1 Harvest, 1 Foundation Resource Infusion - Thought, 1 Foundation Resource Infusion - Aspect, 1/3rd vial of blood.

Uses per Batch: 1 Serving
Expiration: Never

Application: Quaff

Crafting Process: A vial of blood must be drawn from an individual, and this serum will be effective only on that individual.  The Night Prize is placed in a vial with 1/3rd of the Foundation Resource Infusion - Thought (the rest of the Infusion is discarded).  The Harvest is placed in a vial with 1/3rd of the Foundation Resource Infusion - Aspect (the rest of the Infusion is discarded).  The Bloom is placed in a vial with the 1/3rd vial of blood.  Each is agitated lightly over a candle for one turn.  The three are then combined into one vial.

Description: Often called “Truth Serum”, this potion is a light red, almost a pink.  It smells bitter and tastes worse, but to the creature whose blood is used it tastes both light and almost fruity, and smells of something like a very sweet grapefruit.

Effect:  The drinker of the serum is affected by “Obey to [Name of Individual whose blood was used] by Poison: Speak only the Truth until next Long Rest.”

Liberty [Master Recipe]

Resources: 1 Night Prize, 2 Bloom, Foundation Resource Infusion - Refuge, Quicksilver,

Uses per Batch: 1 Serving
Expiration: Never

Application: Quaff

Crafting Process: Hold Night Prize and Bloom in a single bundle in the tongs.  Roast over a fire lightly for two turns of an hourglass.  Gently remove them from the flame and crush in a mortar to a coarse grit.  After sunset (must be done within an hour of sunset), add the mixture to six and one drops of Foundation Resource Infusion - Refuge (the rest should be discarded).  

Description: Upon shaking and then released from the container, the liquid turns to gas and is inhaled with a faint smokey smell.

Effect:  By inhaling the fumes from this potion, it frees the character from fear of bondage.  Until she completes a Long Rest, she will be immune to Bind, Charm, Dominate, Imprison, Stop, Slow, and Root.  In addition, she will be able to immediately escape from shackles and ropes.  The immunity is immediately lost if the character uses any of the Effects to which she is immune.

Omniscience Elixir [Master Recipe]

Resources: 1 Night Prize, 1 Bloom, 1 Harvest, 1 Rare Mineral, 1 Foundation Resource Infusion - Tempus, 1 Foundation Resource Infusion - Thought.

Uses per Batch: 1 Serving
Expiration: Never

Application: Quaff

Crafting Process: For this recipe, heat the Bloom and Night Prize in the Foundation Resource Infusion - Thought for three turns of the hourglass making a tea-like mixture.  Discard the Bloom and Night Prize.  Grind up the Harvest and add to the mixture along with three drops of Foundation Resource Infusion - Tempus (the rest must be discarded).  Heat again for one turn of the hourglass.  Sprinkle the Rare Mineral into the mixture.  

Description: A red liquid with a light cinnamon and apple spice flavor.  

Effect:  Restores one expended Novice, Intermediate and Greater Spell Slot. Causes Mana Sickness.  In addition, the potion will grant the drinker a dream the next time they sleep.  This mimics the effects of the Soothsayer Advantage except that the dream will specifically concern something magical in nature.

Otherworldly Chalk [Master Recipe]

Resources: 2 Rare Minerals, 1 Foundation Resource Infusion - Firmament

Uses per Batch: 1 Serving
Expiration: Never

Application: Topical (Component, food, drink)

Crafting Process: Grind the Rare Minerals together in a large mortar and pestle, creating a mix of powders. Then, one drop at a time, add Foundation Resource Infusion - Firmament  until it holds togethers.  Place in a container and heat over a flame, gently stirring it for the time it takes to recite the First Lich’s Prayer three times.  Let it cool for three turns of the hourglass.  Pour it into a vial shaped object and let cool. The chalk should then slide out of the vial as a straight stick of chalk.

Description: A black chalk, with a golden marbling throughout.

Effect: The creation of Otherworldly Chalk is an ancient recipe that creates the particular kind of chalk that can be used to inscribe Haven rituals and other such magical diagrams. Each time a piece is used in the Haven ritual, it can substitute for a coin or rare mineral, adding protection against 10 more creatures per each piece of chalk. In other rituals, if there is a plot member or curate nearby, it can give temporary boosts of power to the ritual up to the decision of the plot member or curate.  If ingested, Otherworldly Chalk causes Grant Resistance to Insubstantial by Poison.

Overpotence [Master Recipe]

Resources: 2 Bloom, 2 Harvest, 1 Foundation Resource Infusion - Power, 1 Serving of Alcohol.

Uses per Batch: 1 Serving
Expiration: Never

Application: Quaff

Crafting Process: This recipe has few steps, but each one takes a deal of time to finish.  First, take the harvest and grind in a mortar and pestle for a total of five turns of the hourglass.  Take the Bloom and drip each piece with 3 drops of Alchemical Suspension.  Let sit for approximately ten minutes.  Combine all of the material with one serving of Alcohol.  Mix over a low heat for three turns of the hourglass and then strain/decant out all materials other than the liquid.  Let rest for 2 hours and then mix with the Foundation Resource Infusion of Power before corking.

Description: Almost always taken with a chaser, this golden liquid has a strong flavor of ammonia which does not leave the mouth quickly.

Effect:  This potion gives the character 3 additional Spikes and +1 Spike Damage that last until the end of her next Short Rest.  Reminder: No character can have more than three additional Spikes or more than a +3 to Spike damage.

Red Death Poison [Master Recipe]

Resources: 1 Night Prize,  1 Foundation Resource Infusion - Death, 1 Foundation Resource Infusion - Spark

Uses per Batch: 1 Serving
Expiration: Never

Application: Topical (Weapon, food, drink)

Crafting Process: Important Note: Any recitation of the First Lich’s Prayer in the same Hermetic Lab while this is being prepared will instantly ruin the preparation.  Take precautions before commencing.  Wear gloves throughout.  Take the Night Prize and chop it with the knife before grinding it with the mortar.  Place the resulting powder in a vial with the Foundation Resource Infusion - Spark.  Heat over a flame for one turn.  Drip solution into the Foundation Resource Infusion - Death drop by drop until the vial is full. Heat over a candle for one turn.  Cork.

Description: A viscous black-red liquid that is smeared onto a weapon.

Effect: Once applied to a weapon for a Quick Count of 30, the weapon can make one attack that is “Taint by Poison, Grant Resistance to Cure” before the end of the Event.  If a second alchemical preparation is applied to the same weapon, the Red Death Poison will become inert.  If ingested, Red Death causes “Death by Poison, Grant Resistance to Grant Life.”

Steelskin Potion [Master Recipe]

Resources: 4 Bloom, 1 Rare Mineral, 1 Foundation Resource Infusion - Refuge, 1 Foundation Resource Infusion - Spark.

Uses per Batch: 1 Serving
Expiration: Never

Application: Quaff

Crafting Process: First, put one Bloom in each of four vials and add one quarter of the Foundation Resource Infusion - Refuge to each vial.   Use the mortar to grind the Rare Minerals as finely as possible for at least one turn, then sprinkle a quarter of the dust into each vial of Bloom.  Agitate each vial, cork, and let sit.  Hold the vial of Foundation Resource Infusion - Spark over a flame and recite the First Lich’s Prayer.  Put one drop from each vial of Bloom into a fifth vial and fill the rest of the way with the Spark Infusion.  Cork.

Description: A clear liquid.  Close inspection will show whirls of metallic strings within the liquid.  The taste will be strangely metallic as well.

Effect: Grants five points of Natural Armor and gives Resistance to Weapons.  The character is slowed.  The effects of this preparation last only until the character completes a Short Rest.

Trip [Master Recipe]

Resources: 2 Night Prizes, 1 Harvest

Uses per Batch: 5 Servings
Expiration: Never

Application: Quaff

Crafting Process: Chop Harvest into tiny pieces with knife.  Put them in a vial and hold over a flame until all are charred.  Put Alchemical Suspension into that vial and agitate, then pour off Suspension into another vial.   Crush Night Prizes with mortar, and add to charred Harvest.  Add Suspension and agitate again.  Run the liquid through a retort and discard.  Empty sediment from retort and mix with 6 drops of Alcohol.  Heat for one turn.  Cork and let cool.

Description: Trip is more of a bitter paste that users smear onto their gums rather than a liquid that they drink.

Effect:  This drug is a dependence-causing substance.  It causes a roleplay effect of extreme euphoria and physical well-being.  Most who take Trip feel more-confident, attractive, and capable, and find themselves unworried by the possibility of failure, and other things that would normally cause them anxiety, shame, or fear.  The character can ignore penalties from Indoor or Outdoor Discomfort and gains Resistance to Berserk, Fear, and Terror Effects.  These effects will last until the character completes a Long Rest, or until the player decides the drug has worn off.