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Circle: Alchemy

                Potions have a six week standard shelf life and will decay after that time. 


 

Alchemy is the age old art of mixing reagents and one’s own power to create powerful effects. This circle requires that one have all the proper reagents on hand (must be gathered / acquired IC) as well as spend time performing the RP of creating the potions and salves. So remember to save your logs! 

 

The production and distribution of potions and other things created via alchemy are closely monitored by the ISF, documented and examined at random intervals for anything suspicious. Then again, this is the Crimson Regime, and that’s just what they do. 

 

Due to the nature of Alchemy and the handling of various reagents, those with the “Drug Intolerance”weakness cannot take the Alchemy Circle.

 

Creating new potions is always possible for alchemists as well.

 

 New potions must be:

  • Appropriate for the witch’s level

  • Include the appropriate reagents

  • Have a ticket filed so we can approve it.

 

Potion consumption:

  • Only one potion may be in effect at a time. Drinking multiple potions can, and WILL, have very unpleasant consequences. (Any attempt at doing so MUST have a storyteller present)

  • Repeated use of a potion results in a powerful addiction with diminishing effects– a particular issue given the gathering of reagents and brewing times. 



 

Level 0 (Spark):

  • Basic Healing Salves: Treat minor cuts, bruises, and scrapes.

  • Simple Sleep Aids: Induce restful sleep or calm mild anxiety.

  • Luck Charms: Provide minor boosts in luck, often used for small tasks or games.

 

Duration of Potions:

  • 2-4 hours for sleep aids and luck charms.

  • Healing salves provide immediate relief but need multiple applications.

Preparation Time:

  • 1 to 2 hours.

Frequency:

  • Potions can be brewed 2-3 times per day due to their simplicity.

Notes:
Herbalists focus on basic mixtures using common plants, herbs, and flowers. These potions are often for simple personal use or minor ailments. They are largely grounded in natural remedies with a touch of magic.

 

Level 1: Herbalist 

Types of Potions:

  • Moderate Healing salves

  • Energy-Boosting Draughts: Provide a temporary increase in stamina or alertness.

  • Mild Protection Tonics: Ward off minor curses or bad luck.

  • Anti-Nausea or Digestion Elixirs: Settle the stomach or aid digestion.

  • Water Breathing

  • Obfuscation (minor) (Drinker is able to more easily conceal their location in shadows)

  • Flight (Walking pace, does not protect from cold or altitude)

  • Speed: Doubles the drinker’s natural speed.


 

Duration of Potions:

  • 2-4 hours for sleep aids, luck charms, and magical effects.

  • Healing salves provide immediate relief but need multiple applications.

Preparation Time:

  • 1 to 2 hours.

Frequency:

  • Potions can be brewed 2-3 times per day due to their simplicity.

Notes:
Herbalists focus on basic mixtures using common plants, herbs, and flowers. These potions are often for simple personal use or minor ailments. They are largely grounded in natural remedies with a touch of magic.

Higher level creatures are not confused by obfuscation. 

 

Level 2: Brewmaster

Types of Potions:

  •  Complacency: Makes the mind of an unwilling target more susceptible to mental abilities, such as mind magic. May be injected. (highly regulated and illegal outside of ISF use.)

  • Mental Defense: Builds up one’s mental defenses to make them resistant to the mind circle. Double edged sword, one cannot use supernatural mental abilities, including but not limited to telepathy, while under the influence of this potion. Often used on detained mind mages. 

  • Speed: Triples the drinker’s natural speed.

 

Duration of Potions:

  • 4-6 hours, slightly longer for protection tonics.

Preparation Time:

  • 3 to 4 hours.

Frequency:

  • 1-2 times daily.

Notes:
Brewmasters begin to incorporate both magical and natural elements in their concoctions, focusing on simple but reliable results. They have mastered the art of balancing magical energy with physical ingredients.

 

Level 3: Potion Adept

Types of Potions:

  • Mood-Enhancing Elixirs: Adjust mood or mental states (e.g., calming, confidence, happiness).

  • Enhanced Healing Potions: Treat more serious injuries like burns, fractures, or fevers.

  • Temporary Strength or Agility Boosters: Increase physical abilities for short durations.

  • Truth Serum: The drinker is only capable of telling the truth. (Highly regulated and illegal outside of ISF use.)

  • Shape Changing: Normal domestic animals, only.

  • Liquid Mana: Re-energizes a magic user temporarily so they may continue using magic past their limit. Highly addictive with diminishing returns. (highly regulated and illegal outside of ISF use.)

  • Speed: quadruples the imbiber’s natural speed.

  • Minor Transformation Potions: Alter small physical features for a few hours (e.g., eye color, hair texture).

 

Duration of Potions:

  • 6-8 hours for mood and physical enhancements.

  • Healing potions take effect over a few hours and last up to 12 hours.

Preparation Time:

  • 5 to 6 hours.

Frequency:

  • Once per day.

Notes:
Potion Adepts have moved beyond the basics, crafting stronger and more effective potions using both rare ingredients and precise magical infusion techniques. Their potions are potent and can have significant effects on both body and mind.

 

 

Level 4: Alchemist

Types of Potions:

  • Major Transformation: Alter physical appearance to a degree that the drinker’s sex can be temporarily changed as well.

  • Emotional Control Elixirs: Stronger mood potions that can suppress or amplify emotions.

  • Protection Brews: Provide protection against more severe curses and hexes.

  • Limited Invisibility (Those of higher level than the alchemist may see through this effect)

  • Attribute Enhancement: Doubles the physical attribute in question. 

  • Magical Enhancement: Boosts one ability/school of magic a single level. 

  • Borrowed Power: Grants the imbiber access to an ability or school of magic they do not possess. 

Duration of Potions:

  • 12-24 hours for transformations and emotional control.

  • Protection brews can last up to 3 days.

Preparation Time:

  • 8-10 hours.

Frequency:

  • 3-4 times a week.

Notes:
Elixir Crafters delve into more complex potions, often involving mystical ingredients and extensive rituals. These potions require a deep understanding of magical properties and astrological alignments to achieve lasting effects.

 

Level 5: Alchemical Master

Types of Potions:

  • Glamour Potions: Full-body transformations that last for extended periods (appearance shifts, disguise).

  • Memory Potions: Create or erase memories.

  • Potion of Influence: Temporarily influence thoughts, decisions, or actions.

Duration of Potions:

  • Glamour potions last up to 7 days.

  • Memory potions are permanent unless reversed.

  • Influence potions last 1-2 hours.

Preparation Time:

  • 12-24 hours.

Frequency:

  • Once per week.

Notes:
Concoction Masters are experts in altering perception, memory, and identity through their potions. Their brews are powerful and often have long-lasting effects, requiring rare ingredients and precise rituals.

 

NPC ONLY BEYOND THIS POINT

Level 6: Alchemical Sage

Types of Potions:

  • Time-Altering Potions: Briefly slow down or speed up time in a localized area.

  • Permanent Physical Enhancements: Improve physical traits (e.g., strength, intelligence) permanently.

  • Rejuvenation Elixirs: Restore youth and vitality, healing deep physical or emotional scars.

Duration of Potions:

  • Time-altering effects last 30 minutes to 1 hour.

  • Permanent enhancements last indefinitely unless reversed.

  • Rejuvenation elixirs last up to 3 months.

Preparation Time:

  • 1 to 2 weeks.

Frequency:

  • Once per month.

Notes:
Alchemical Sages have mastered the science of potions, working with time, physical transformation, and even the reversal of aging. Their brews require extreme precision, rare ingredients, and often take longer to craft.

 

Level 7: Grand Alchemist

Types of Potions:

  • Soul-Binding Potions: Link souls between individuals, binding them in life or death.

  • Immortality Elixirs: Grant eternal youth, immortality, or resurrection.

  • World-Altering Potions: Change landscapes, weather patterns, or natural laws.

Duration of Potions:

  • Soul-binding is permanent.

  • Immortality elixirs can last indefinitely with proper renewal.

  • World-altering effects can last indefinitely.

Preparation Time:

  • Months to years.

Frequency:

  • Once every few years or decades.

Notes:
Grand Alchemists stand at the pinnacle of potion-making. Their brews are capable of altering reality itself, but they are extremely dangerous to make. The process often involves magical events or rare cosmic alignments, and the consequences of failure can be catastrophic.

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