ALCHEMY | Potion Effects

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Sukitoru

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Potion Effects
Written by @Sukitoru
Revised by @Pyrias


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An adept alchemist rushes into the scene of a battle, the palace walls dark and stained with blood. Speeding through the halls and listening to the sound of fighting ahead, they steel their nerves and rush forth with determination creating a pulsing thrum in their chest. Left turn here, up the stairs - They run, and hurry, following the clash, before hearing a pained cough to their left; Hooking the bottle of alchemist's fire to their belt and turning with a swiftness, they pull a potion from their belt with a golden ribbon tied around it's neck. The dark elfess who coughed out was missing their hand and leg .. The alchemist resists the bile crawling up their throat, and rapidly feeds the bubbling green potion to the elf. Right before their eyes, the muscle whirls, curls, and threads over itself in a complex lattice. The alchemist speaks lowly - "It's alright, you're going to be okay."

First, some basic terms to shorten explanations:
Minor Wounds - Small cuts and piercings (dagger, knife, spear), minor scrapes (falling, sliding on rough terrain), small bruises (black eye, punches, kicks), fractured bones (small cracks), first degree and superficial (skin layer only) second-degree burns, and dull pain.

Major Wounds - Large cuts and piercings (sword, axe, glaive), major scrapes (ex. those caused by road rash or similar), large bruises (warhammer wounds), broken bones (breakage), second and superficial (skin layer only) third-degree burns, head injuries, and sharp pain.
Mortal Wounds - Impalement, bisection, dismemberment, shattered bones, destroyed extremities (eyes, tongue, hands), severe impacts (falling from immense heights), critical cuts or blows (cut in the throat, stabbed in the heart), third-degree burns, beheading, (or other things that involve the killing of a brain) instant destruction (obliteration, disintegration, incineration, and smashing as examples)

Action - One roleplay emote done by the player who has drank the potion.
Resistance - Taking "significantly less damage than normal" from an attack would be an example of resistance. This can apply to effects as well, such as fear or sleep.
Immunity - Taking "no damage" from an attack would be an example of immunity. This can apply to effects, just as Resistance does.

Disclaimer: A potion takes one action to prepare and a second action to drink.


Potion Effects

Anodyne Essence
"A concoction of milk-white liquid that smells of death. Imbibing this mixture causes instant pain relief and stimulates the closure of wounds. Side effects include drowsiness, hallucinations, and profuse sweating. Tastes terrible and burns the throat on the way down."

ROLEPLAY EFFECTS

Normal Anodyne Essence - The elixir takes action within the action that it is taken, the pain that is felt before is relieved temporarily, acting as a painkiller. The drinker sweats and sees hallucinations, and may have a difficulty reacting to attacks for the following 3 Actions. The imbibement heals Minor Wounds over the course of the 2 Action the potion requires to take effect. It tastes hot, and burns the tongue and throat.

Greater Anodyne Essence - The elixir takes action within the action that it is taken, and all pain is relieved, alongside wounds being healed. The drinker heavily sweats and has dizziness, alongside seeing and hearing vivid hallucinations. They will likely have difficulty reacting to attacks for the following 3 Actions. The potion instantly heals Minor Wounds, and numbs the body against pain for the duration of the potion. It tastes like liquid cinnamon - Horrible and burning. May cause coughing.


Vivifying Elixir
"A concoction of aromatic smelling but bitter liquid. Imbibing this mixture cleanses the body of poison, fortifies the body against ailments, and encourages the healing of wounds. "

ROLEPLAY EFFECTS

Normal Vivifying Elixir -
The elixir's abilities take effect over the course of 5 Actions. In the first action, the body is immediately purged of any poisons or common diseases. In the third action, Minor Wounds are healed. In the fifth and final action, Major Wounds are healed.

Greater Vivifying Elixir - The elixir's abilities take effect over the course of 10 Actions. In the first action, the body is immediately purged of any poisons, common diseases, or graver illnesses. In the third action, Minor Wounds are healed. In the fifth action, Major Wounds are healed. In the tenth and final action, Mortal Wounds are healed.


Potion of Celerity
"A concoction of sweet-smelling milky liquid. Imbibing this mixture will quicken the body, stimulate the muscles, and increase agility. Side effects include jitteriness, high energy, and extreme alertness."

ROLEPLAY EFFECTS

Normal Potion of Celerity -
Immediately, movement speed (normally 10 blocks per action) is increased by 5 blocks, bringing it to 15 Blocks of movement per combat action for the next 5 Actions. Immediately after those 5 Actions, the drinker is unable to stop moving, has muscle spasms, and their movement speed is halved for 3 Actions, all of the potion's effects fading.

Greater Potion of Celerity - Immediately, movement speed (normally 10 blocks per action) is increased by 5 blocks, bringing it to 15 Blocks of movement per combat action for the next 5 Actions. Immediately after those 5 Actions, the drinker has no negative side effects.


Draught of Vigor
"A concoction of brown liquid that smells of sweat. Imbibing this mixture will suppress fear and enhance strength. Side effects include nausea, hallucinations, unbridled rage, and exhaustion."

ROLEPLAY EFFECTS

Normal Draught of Vigor -
The elixir takes action within the action that it is taken. For 5 Actions, the person under the effects of the Draught is Resistant to fear inducing effects (a wraith's fear aura, for example), can break (normal) wooden shields, iron weapon shafts, and wooden barricades, along with doors, with their weapon blows and impacts. This allows them to leave wounds one level above their current wounding capabilities. Additionally, the drinker is capable of lifting or pushing up to 400 pounds (or about 180 kilos) for the duration of the effect. After the effects fade, the person is as weak as a child, and overcome with anger and exhaustion for 2 Actions.

Greater Draught of Vigor - The elixir takes action within the action that it is taken. For 5 Actions, the person under the effects of the Draught is Resistant to fear inducing effects (a wraith's fear aura, for example), can break (normal) wooden shields, iron weapon shafts, and wooden barricades, along with doors, with their weapon blows and impacts. This allows them to leave wounds one level above their current wounding capabilities. Additionally, the drinker is capable of lifting or pushing up to 400 pounds (or about 180 kilos) for the duration of the effect. After the effects fade, the person has no negative side effects.


Ironhide Brew
"A concoction of foul-smelling indigo liquid. Imbibing this mixture will numb pain and harden the body. Side effects include sluggishness and drowsiness. Tastes terrible."


ROLEPLAY EFFECTS

Normal Ironhide Brew - The elixir takes action within the action that it is taken. For 5 Actions, the person under the effect of the Brew is made Resistant to Major and Minor Wounds. This effect, once the potion fades, disappears, and the one who drank it is exhausted and unable to move for 2 Actions.

Greater Ironhide Brew - The elixir takes action within the action that it is taken. For 5 Actions, the person under the effect of the Brew is made Resistant to Major and Minor Wounds. This effect, once the potion fades, disappears, and the one who drank it is left with no negative side effects.

Philter of Volitancy
"A concoction of fetid smelling murky liquid. Imbibing this mixture will stimulate the legs and induce feelings of weightlessness. Side effects include hallucinations and drowsiness."


ROLEPLAY EFFECTS

Normal Philter of Volitancy - The elixir's ability takes effect immediately. Their leaping capability is reflected through mechanical potion effect, but otherwise functions for 5 Actions. After the potion's duration ends, their legs become shaky and wobbly, and their movement speed is halved for 3 Actions.

Greater Philter of Volitancy - The elixir's ability takes effect immediately. Their leaping capability is reflected through mechanical potion effect, but otherwise functions for 5 Actions. After the potion's duration ends, their legs become shaky and wobbly, and their movement speed is halved for 1 Action.

Radiant Brew
"A concoction of black liquid that reeks of rot. Consuming this mixture will make your skin numb to the touch and effect of heat to a degree, and it will provide ample resistance to it. However, good luck stomaching this brew - For it has a hideous taste to accompany it."

ROLEPLAY EFFECTS

Normal Radiant Brew
- The potion’s ability takes effect 1 Action after consumption, the numbness gradually overtaking the body of the drinker. For 5 Actions, the afflicted person’s body is immune to mundane flames along with Wildfire, but not flowing lava or similarly extremely hot temperatures. This potion does not provide immunity to magical fires such as Banefire, either.


Wildfire
"A concoction of fetid smelling murky liquid. Imbibing this mixture will stimulate the legs and induce feelings of weightlessness. Side effects include hallucinations and drowsiness."

ROLEPLAY EFFECTS

Normal Wildfire
- The clay vessel’s contents - upon shattering - are immediately lit aflame when exposed to air. If or when it strikes a surface or creature, it engulfs the entities within a 1 block radius of the impact point with scalding flames for 5 Actions, inflicting Major Wounds if the flames are extinguished within 3 Actions.


Smoke Bomb
"A concoction of volatile, sticky powder in a clay vessel. Shattering the vessel ignites the powder, which gives off a plethora of smoke that stings the eyes. Inert when wet."

ROLEPLAY EFFECTS

Normal Smoke Bomb
- Upon impact, a 3 by 3 block area centred on the point of impact of the bomb is engulfed in thick and stinging smoke for 5 Actions. Those within the smoke have their eyes greatly irritated by the caustic smoke, and their skin is inflicted with minor, stinging burns. Animals such as horses will refuse to enter the smoke’s area, and will either stall or panic in response to the smoke entering their eyes. Those who exit the smoke are still disoriented for 1 Action, and then the effect fades from their now watery eyes.


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Pyrias

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Revised for Approval!
The potion effects listed for the mechanical potions now reflect their effects for use in roleplay, CRP, events, and so on.

All potion effects as listed are approved by AGiantPie.
 
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