Potions

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LinksFRP.pngGuide to Alchemy for emoting in roleplay & Combat Roleplay

Within Enarion there are several potions that can be created through alchemy with the use of Herbs.

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.

RP EFFECTS

Normal Anodyne Essence The imbibement heals minor wounds, the drinker sweats and sees hallucinations
Greater Anodyne Essence The imbibement relieves pain, alongside wounds being healed. The drinker heavily sweats and has dizziness, alongside seeing and hearing vivid hallucinations.

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.​

RP EFFECTS​

Normal Potion of Celerity Increases movement speed. After the potion wears off, the drinker is unable to stop moving, has muscle spasms, and their movement speed is halved.
Greater Potion of Celerity Immediately increases movement speed after potion is used. 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.​

RP EFFECTS​

Normal Draught of Vigor 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
Greater Draught of Vigor The elixir takes action within the action that it is taken. 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.​

RP EFFECTS​

Normal Ironhide Brew The elixir takes action within the action that it is taken. 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 awhile.
Greater Ironhide Brew The elixir takes action within the action that it is taken. 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.​

RP EFFECTS​

Normal Philter of Volitancy The elixir's ability takes effect immediately. Their leaping capability is reflected through the mechanical potion effect After the potion's duration ends, their legs become shaky and wobbly, and their movement speed is halved.
Greater Philter of Volitancy The elixir's ability takes effect immediately. Their leaping capability is reflected through the mechanical potion effect. After the potion's duration ends, their legs become shaky and wobbly, and their movement speed is halved.

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.​

RP 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.

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.​

RP 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.

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.

RP 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

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.

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.