Alchemy

A medieval chemical philosophy having as its asserted aims the creation of magical potions and tinctures from magical herbs, reagents and ingrediants.

Potions - Consumed

These potions are blended into a juice so that they may be easily swallowed.

Healing:

Garlic: Lesser Heal Potion (Heals 10-15 Points of Life)

Garlic x 5: Heal Potion (Heals30-50 Points of Life)

Aloe: Heal Potion (Heals30-50 Points of Life)

Eucalyptus + Aloe: Greater Healing Potion (Heals 100-155 Life)

Restoratives:

Betony: Remove Curse Potion

Mandrake: Lesser Restoration (Cure Poison, and heal 30-50 Points of life)

Mandrake: Mana Potion (Restores 30-50 points of mana)

Asafetida + Garlic: Cure Disease (must make a saving roll or character will vomit continually for 5 minutes.)

Enhancers:

Club Moss: Similar to Mage Spell Protection

St. John's Wort: Temporary Invincability

Red Dragon's Heart: Fire Dragon Strength (100% Protection from fire and +10 Strength)

White Dragon's Heart: Ice Dragon Strength (100% Protection from cold and +10 Strength)

Black Dragon's Heart: Acid Dragon Strength (100% Protection from Acid and +10 Strength)

Other:

Eyebright: Gives the drinker Astral Projection

Irish Moss: Mix into your potions for 25% Greater chance not to fail.

Griffin's Feather: Limited Flight (gives the drinker limited Flight)

Potions - Thrown

These potions are mixed into an expanding mixture wether it be a gas, explosive or other.

Hops: Sleeping Gas.

Thruma Plant: Paralyzing Gas

Sulfur: Explosive

Potions - Salves

These potions are mixed into a salve, meant to be aplied to food, weapons etc.

Hops: Sleeping Salve.

Mugwort: Enhances Weapon Damage for duration.

Nightshade: Poison salve, for weapons food etc. (strength is determined by amount used and by skill of the alchemist.

Thruma Plant: Paralyzing Salve (stength determined the the amount used and by skill of the alchemist.)

Yew Berries: Lesser Poison