Alchemy
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- Alchemy is a highly specialized craft that is practiced almost exclusively on Draught. The college of Science in Miller’s Isle offers the most comprehensive instruction an aspiring student can get in this intricate art. Pyria is the uncontested center of Alchemy for the Empire, not only because of the College, but also the ease at which one can get common and sometimes even extremely uncommon components needed for alchemical work.
- Apprentices take years to master formulas and often not without hazardous consequences along the way. Mages tend to use Draughten-developed formulas and infuse their own mystical workings into each elixir in order to produce many of their sought-after potions. Given the high level of skill and dedication required to be proficient in this art, it’s extremely rare to find an Alchemist that studies anything aside from Alchemy. There are those that dabble in the art, but even making the most simple of compounds for one that dabbles can be dangerous and tends to severely frowned upon by professional Alchemists.
| Alchemy Classifications
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Every alchemical substance on the lists are described with the following categories.
Tiers
Tiers represent a categorization of alchemical compounds.
Disclaimer: For many of these substances in Tiers 2+, if a character is pregnant and exposed to these drugs, chances are the baby will be damaged and the infirmary will automatically administer an abortive. Consider the description and use common sense when determining the outcome.
- Tier 1: Common. Manufactured by alchemists, this tier is easily obtainable by anyone. Examples of this tier include headache balm, fizzy flavor for water, energy drinks, or rubbing salts that keep meat preserved. Cost typically ranges between coppers and silvers coins.
- Tier 2: Uncommon. Elixirs from this tier must be specially ordered, made, or acquired from an alchemist. Most recreational drugs fall into this category. Cost typically ranges between silver and gold coins.
- Tier 3: Exclusive. These are the elixirs that must be brewed by a master alchemist or are not obtainable on the open market. All illegal substances and formulas that necessitate magical components start at this level. Cost typically ranges between gold and platinum coins.
- Tier 4: Restricted. This tier includes alchemical substances with the potential to have a semi-permanent or permanent effect to a player (for example, death or dismemberment). Poisons without antidotes fit into this category. Acquisition of Tier 4 creations is always difficult and costly. Talk to staff before you RP possessing or using this level of substance. Cost ranges between 1-10 platinum coins.
- Tier 5: Legendary. The whispered alchemical creations made by the legends of the craft. Alchemical brews that fall into this category are, for example, poisons that cannot be resisted without a similarly legendary antidote. Other examples would be a Philosopher’s Stone, Potions of Eternal Youth, and so on. Cost is always determined in platinum, if the value of these creations can even be measured.
Important: Wizard approval is necessary for the questing of, obtaining, or using creations from this tier.
Immunity (I)
Defines whether or not it is possible for a character to build up immunity to a substance. When a character builds up immunity, their body becomes resistant to symptoms and side effects. Although immunities can be developed for many different substances, they are typically applied to poisons.
Building up immunities can be extremely dangerous and the following guidelines apply to any character seeking to immunize themselves.
- The character must be exposed to small quantities of the substance to build the immunity. Every time a character is exposed, they will not only suffer the side-effects of the substance, but there is also a chance (Approximately 20% per Tier, decreasing slightly with each exposure) they will inadvertently be poisoned. Because of this, it is important to make sure the alchemist who is immunizing you knows what they are doing. Characters should RP being ill and in some cases bed ridden (depending on description and Tier) while they are undergoing these treatments.
- It is extremely dangerous to attempt inoculating yourself against more than one poison at a time (See above).
- Most known poisons are illegal. Possessing these substances without special permissions is a criminal offense.
- Not every alchemist is going to be skilled in handling poisons. Characters who wish to be inoculated should be extremely careful about finding an alchemist who is studied in poisons (not a skill that most law-abiding alchemists possess).
Tolerance (T)
With repeated and prolonged exposure to certain drugs, character can build up tolerances. Similar to immunities, tolerances are not deliberate and often occur accidentally or against the user’s wishes (as in the case of some recreational drugs). The more tolerance a user builds, the more substance they need to use to obtain the same effects.
Conditioning (C)
Similar to immunity and tolerance, conditioning is a deliberate exposure to a substance; however, unlike the previous two categories, the character is training themselves to counter the side effects of the drug. Conditioning is typically applied to substances that make the user engage in a behavior or thought processes that they would not otherwise wish to.
Antidote
Whether or not a known antidote is available and what it is.
Detectable
If the substance is detectable and how. In some cases, the effects of the substance are make identifying the substance obvious. For example, Naptha.
Magical
Some alchemical products need magical components. In most cases this either means an enchantment by a mage or a Mistian ingredient.
Duration
How long the effects last.
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Description of Potions
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| Enhancements
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Chameleon Potion
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A layered potion that mottles the skin in whichever combination the distiller chooses. Chameleon Blue and Yellow, for example, would turn the imbiber's skin a blue with numerous blotches of yellow. Chameleon Black and Green is known to be used by rangers. The effects generally last about six hours before wearing off.
Tier: 2
Immunity: No
Tolerance: No
Conditioning: No
Antidote: No
Detectable: Symptoms
Magic: Yes
Duration: 6 Hours
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Darksight
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A black liquid with red streaks that helps the drinker see at night for several hours. The drinker's eyes are hurt by bright lights and are reflective when shined with light.
Tier: 2
Immunity: No
Tolerance: No
Conditioning: No
Antidote: No
Detectable: Symptoms
Magic: No
Duration: 2-4 Hours
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Fuming Zephyr Potion
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An aqua-blue colored potion that begins fuming with clear vapors when it is uncorked. Once in the lungs after being deeply inhaled, the fumes expand to provide the user with a source of oxygen that lasts for up to ten minutes, allowing the person to hold their breath for that long comfortably.
This can cause severe complications if overused, so this potion is only used when absolutely necessary.
Tier: 2
Immunity: No
Tolerance: No
Conditioning: No
Antidote: No
Detectable: Symptoms
Magic: No
Duration: 10 Minutes
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Potion of Acuity
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This potion can temporarily increase the acuity of a person’s sight. They can see objects more clearly, and at a farther distance, for a short period of time. Repeated use of this potion can cause intense headaches and eye strain.
Tier: 2
Immunity: No
Tolerance: No
Conditioning: No
Antidote: No
Detectable: Symptoms
Magic: No
Duration: 1 Hour Max
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Potion of Alertness
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This clear tincture can be added to any drink to promote wakefulness. It is often used by students who need to study for an exam or complete a project, but can also be used for a routine pick-me-up during the day. Repeated use causes agitation and restlessness, and it can be addictive.
Tier: 2
Immunity: No
Tolerance: No
Conditioning: No
Antidote: No
Detectable: Symptoms
Magic: No
Duration: 4-6 Hours
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Potion of Amplification
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This potion temporarily increases the acuity of a person’s hearing. For a short period of time, they can hear sounds more crisply and from a further distance. Repeated use of this potion can cause intense headaches and abuse can cause permanent hearing loss.
Tier: 2
Immunity: No
Tolerance: No
Conditioning: No
Antidote: No
Detectable: Symptoms
Magic: No
Duration: 1 Hour Max
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Potion of Clarity (far-sighted)
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Similar to the above, this clear green liquid is used by those who experience far-sightedness, where it helps somewhat sharpen the view of objects up close.
This eye drop can only be used up to three times a day and its effects last 3-4 hours. The side-effects of heavy dosage results in headaches and severe eye strain.
Developed by Vladimir Zakov in the year 452.
Tier: 2
Immunity: No
Tolerance: No
Conditioning: No
Antidote: No
Detectable: Symptoms
Magic: No
Duration: 3-4Hours
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Potion of Clarity (near-sighted)
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This clear blue liquid is mostly used by those who experience short-sightedness to somewhat correct problem for a period of time.. It sharpens the sight to enable the viewing of further objects but it's effect is variable. Some objects might still look hazy or fuzzy.
Although it is not a replacement for spectacles, it can be used in the form of eye drops up to three times a day. However, more than that risks suffering from headaches and severe eye strain.
Developed by Vladimir Zakov in the year 451.
Tier: 2
Immunity: No
Tolerance: No
Conditioning: No
Antidote: No
Detectable: Symptoms
Magic: No
Duration: 3-4Hours
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Potion of Mental Acuity
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A potent potion that has been around for several centuries, it increases one's ability to focus on a certain task, making it harder to be distracted. However, it does not cause the imbiber to remember the information any more effectively.
While the potion's effectiveness lasts half a day, excessive usage may lead to nosebleeds, severe headaches, and, in some cases, it causes those who have used it excessively to fall into a coma.
Tier: 2
Immunity: No
Tolerance: No
Conditioning: No
Antidote: No
Detectable: Symptoms
Magic: No
Duration: 12 Hours
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Potion of Odor Sensitivity
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This potion temporarily heightens one's smelling abilities, lasting at least two hours. It allows for a better distinction of layering smells with a higher chance of picking up the faintest amongst them.
Tier: 2
Immunity: No
Tolerance: No
Conditioning: No
Antidote: No
Detectable: Symptoms
Magic: No
Duration: 2-4 Hours
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Potion of Restoration
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This sweet but murky brew increases one's alertness for a period of one to two hours. It drains away drowsiness and other symptoms associated with the lack of sleep, enabling the drinker to stay wide-awake and alert. For some, it also helps sharpen some senses, but these effects vary from person to person.
Side-effects include nausea, headaches and insomnia. High dosage of this brew may result in one or more of the following: migraines, diminishing of one or more of the five senses, and even coma.
Tier: 2
Immunity: No
Tolerance: No
Conditioning: No
Antidote: No
Detectable: Symptoms
Magic: No
Duration: 1-2 Hours
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Potion of Taste Sensitivity
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This potion temporarily increases the sensitivity of one's taste buds and is popularly used amongst cooks and poison tasters. It helps in distinguishing the tiniest taste even when overwhelmed by much heavier overlying flavors. Its effects only lasts for a short period.
Tier: 2
Immunity: No
Tolerance: No
Conditioning: No
Antidote: No
Detectable: Symptoms
Magic: No
Duration: 1 Hour Max
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Strength Potion
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This potion temporarily increases a person’s speed and strength. The effects are dramatic, but extremely short-term. After the drug has worn off, the user experiences a period of increased fatigue, often requiring immediate rest.
Tier: 2
Immunity: No
Tolerance: No
Conditioning: No
Antidote: Weakness Potion
Detectable: Symptoms
Magic: No
Duration: 1 Hour Max
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The Champion’s Spirit
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A thick, clear solution that removes anxiety and fear from the drinker. This potion is used by people suffering from various types of anxiety or those prone to panic attacks. There are no known side effects to this potion, but repeated use can cause a person to become immune to the effects.
Tier: 2
Immunity: No
Tolerance: No
Conditioning: No
Antidote: No
Detectable: Symptoms
Magic: No
Duration: 4-6 Hours
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Weakness Potion
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This potion temporarily physically weakens a person. When under its effects, a person's normal strength is at least halved. Objects that would have been easy to lift, become impossibly heavy. Its main effect is a feeling of lethargy and exhaustion, along with a slight dulling of the senses.
Tier: 2
Immunity: No
Tolerance: No
Conditioning: No
Antidote: Strength Potion
Detectable: Symptoms
Magic: No
Duration: 4 Hours Max
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| Medicinal
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Adia’s Bitter Brew
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Drunk mostly by the elderly, this bitter brew helps prevent the degradation of memories with age. Unlike Forget-me-not candies, it does not make memories clearer. Consequently, one can not use it to aid in the recall of past events once that event is gone from the memory.
Instead, the drink helps retain memories that might otherwise be in danger of fading as the drinker ages (memories of childhood, academic knowledge, etc.). The brew does not prevent physical deterioration of the brain brought on by disease or damage.
Because any addition of sweetener will decrease its effect, most younger people dislike it for its bitter taste.
Tier: 1
Immunity: No
Tolerance: No
Conditioning: No
Antidote: Sugar
Detectable: Symptoms
Magic: No
Duration: Extended with continual dosing.
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Calming Candies
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These lemon-flavored hard candies are actually incredibly intense in their effects. They work immediately to bring about a state of calm in a person, enabling them to better concentrate and handle whatever is agitating them. They are often used by those involved in trading ventures across the Isles, to keep themselves calm during intense negotiations.
These candies can be used to temporarily lessen the effects on the system of many mood-heightening substances.
Invented in 456 by Charles Carlyle.
Tier: 1
Immunity: No
Tolerance: Yes
Conditioning: No
Antidote: No
Detectable: No
Magic: No
Duration: 1-3 Hours
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Cooling Gel
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A cold blue gel that provides relief to burned flesh.
Tier: 1
Immunity: No
Tolerance: No
Conditioning: No
Antidote: No
Detectable: No
Magic: No
Duration: 8 Hours
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Courting's Caution
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Possessing a variety of other names, such as the Merry Widow, and Noble's Joy, this translucent blue syrup inhibits fertility to the point that conception is almost impossible.
A teaspoon of this will last a full week, although it takes an hour from consumption to begin working. It can be taken by both men and women.
Somewhat expensive (Cost will always be in gold) due to its extended effects, it is generally more of a Noble item than common.
Tier: 1
Immunity: No
Tolerance: No
Conditioning: No
Antidote: No
Detectable: No
Magic: No
Duration: 1 Week
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Even Keel
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Regulates the normal highs and lows of the emotional state; only works over a long period of time; takes about a month of daily dosages to begin working and must be continued to continue the effects.
Tier: 1
Immunity: No
Tolerance: No
Conditioning: No
Antidote: No
Detectable: No
Magic: No
Duration: Depends on dosage
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Fielder's Mercy
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A fine powder that, when mixed with juice or water and consumed, eliminates the effects of a hangover.
Tier: 1
Immunity: No
Tolerance: No
Conditioning: No
Antidote: No
Detectable: No
Magic: No
Duration: 8 Hours
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Flight
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Originally developed as a medicinal drug for use in infirmaries with patients that have weak lungs. It increases the lung intake of oxygen and so if you have lung problems, it helps you breath, but if you've got good lungs, it makes you feel floaty.
Tier: 1
Immunity: N/A
Tolerance: Yes
Conditioning: N/A
Antidote: N/A
Detectable: Symptoms
Magic: Yes
Duration: 4-6 Hours
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Headache Balm
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A lavender-based salve that can be rubbed on the forehead and temples to provide relief from headaches and migraines.
Tier: 1
Immunity: N/A
Tolerance: N/A
Conditioning: N/A
Antidote: N/A
Detectable: Scent
Magic: No
Duration: 4 Hours
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Meditation Incense
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This incense is used by those who wish to get away from the bustle and hustle of life for a relaxing few hours. Its main effects are calmness and lethargy, but it has a side effect of mild hallucinations.
Some say they experience visions during their meditation with the help of the incense; some merely say they see things that are not really there.
Extended exposure could result in intense nausea, fainting spells and/or disorientation.
Tier: 1
Immunity: No
Tolerance: No
Conditioning: No
Antidote: No
Detectable: Symptoms
Magic: No
Duration: 2-4 Hours
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Mereham’s Lavender
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A thick, purplish potion that induces deep restful slumber without any memorable dreams.
A teaspoon is the recommended dose for an adult; more can cause increased periods of sedation and an overdose could potentially place the user in a coma.
Note: Mereham’s Lavender is not strong enough to keep a person unconscious during damage to their person.
Tier: 2
Immunity: No
Tolerance: Yes
Conditioning: No
Antidote: Potion of Alertness
Detectable: No
Magic: No
Duration: 1 dose = 8 Hours
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Numb
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When spread over the body, this fishy-smelling oil numbs the body to pain for an hour. It can be re-applied for longer lasting effect.
Tier: 2
Immunity: N/A
Tolerance: N/A
Conditioning: N/A
Antidote: N/A
Detectable: Symptoms
Magic: No
Duration: 1 Hour ; Can be applied repeatedly.
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Oil of Relaxation
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This rubbing oil is used to smooth one's stress away. Normally dabbed on the temples, it brings a tingling, cooling feeling to the area that helps relieves any headaches that might be associated with stress and promotes a relaxing almost floating sensation.
Because of its side effect, drowsiness, it is mostly used during the nights when one is settling down for the night.
Using more than a dab can cause one to act intoxicated and as it is quickly absorbed into the skin, using a large amount on any part of the body is dangerous since it can result in seizures.
Depending on the formula, there can be a subtle eucalyptus or clove scent to the applied area.
Tier: 2
Immunity: No
Tolerance: No
Conditioning: No
Antidote: No
Detectable: Scent
Magic: No
Duration: 2-4 Hours
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Anti-Poison Syrup
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A clear syrupy substance that can slow the effects of minor natural poisons. This includes sumac, hemlock, nightshade, and other similar types of poisons. It does not cure the poison, but it will slow the symptoms by 50% temporarily.
Tier: 3
Immunity: N/A
Tolerance: N/A
Conditioning: N/A
Antidote: No
Detectable: No
Magic: No
Duration: 8 Hours
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Providence’s Hearth
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A viscous pink liquid that increases fertility in both men and women who may experience difficulty conceiving. However, it is often responsible for multiple births and can increase the risk of premature birth and miscarriage.
Tier: 2
Immunity: No
Tolerance: No
Conditioning: No
Antidote: No
Detectable: No
Magic: No
Duration: 6-8 Hours
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Still Waters
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This potion decreases sexual arousal in the person who uses it. It can be used for immediate effect or long-term for a general decrease in desire. Often used by students who need to concentrate on studying or completing a project.
Tier: 2
Immunity: No
Tolerance: Yes
Conditioning: No
Antidote: Elyssia’s Essence
Detectable: Symptoms
Magic: No
Duration: 1 Dose = 1 Week
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Time Out Tea
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Originally developed by Vinwyld the Elder, Time Out Tea is known for producing a calmer state in agitated persons. It acts on fear, anger, arousal, or any heightened emotional state, though the more intense the emotion, the less the tea’s effect. The effects last longer when taken on an empty stomach, but generally wear off fairly quickly.
It can be used to temporarily lessen the effects of many mood-heightening substances.
Tier: 1
Immunity: No
Tolerance: Yes
Conditioning: No
Antidote: No
Detectable: No
Magic: No
Duration: 1 Hour Max.
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Valin’s Savior
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A very, very potent purgative. Immediately on consumption the drinker's body begins to evacuate all consumed substances through every available orifice; including pores. An excruciating process for the imbiber, it is predictably extremely messy as well.
Excessively useful in cases of poisoning, Savior can save lives as long as the poison was ingested. It does not work on blood borne poisons.
Savior can also be quite dangerous as the patient risks becoming excessively dehydrated. After the purging is complete it is important the patient drink great quantities of water.
Tier: 2
Immunity: No
Tolerance: No
Conditioning: No
Antidote: No
Detectable: Symptoms
Magic: No
Duration: 1 Dose = 30 Minutes
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White Sanguine
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A milky white viscous substance that when ingested prevents blood clotting. It it typically used by healers for treating injuries, however it has also been put to more sinister purposes. It is because of this latter use that White Sanguine is illegal.
Tier: 3
Immunity: N/A
Tolerance: N/A
Conditioning: N/A
Antidote: No
Detectable: Symptoms
Magic: No
Duration: 24 Hours
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Wound Glue
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A thick gray glue-like substance that can be used to close wounds. Primarily used on the battlefield or in campaigns for a quick and dirty way to seal a bleeding wound, it often causes more damage when it is removed.
Tier: 1
Immunity: N/A
Tolerance: N/A
Conditioning: N/A
Antidote: No
Detectable: Symptoms
Magic: No
Duration: Permanent until removed
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| Practical
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Alchemical substances that fall into this category are typically designed with the intent of making life easier for the user. They are common in households, kitchens, and work places.
Warning: Ingesting most practical potions is stupid and at the very least will render the inbiber sick to their stomach. In the worst cases, these potions will have more permanent side-effects. If you have drunk one or are intending to poison someone with one of them, send staff a +ticket.
Bugbane Oil
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Developed for the humid summers on Draught, Bugbane Oil is anathema to insects, though odorless to all known mammals and avians.
A person with a dab of this behind their ears will find no insect will come near them; it is also soaked into wicks, then made into candles which disperse the oil into the air when lit, driving insects up to ten meters away.
Candles last up to six hours, and the effect remain an hour after the candle is extinguished. When applied to the skin, effects will last roughly four hours, dependent upon sweat.
Not recommended for use on crops, as it has a bitter taste and can cause stomach complaints.
Tier: 1
Immunity: No
Tolerance: No
Conditioning: No
Antidote: No
Detectable: Symptoms
Magic: No
Duration: 4-6 Hours
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Drying Potion
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A clear potion with large bubbles that removes water in a 20:1 ratio.
Tier: 2
Immunity: No
Tolerance: No
Conditioning: No
Antidote: No
Detectable: Effects
Magic: No
Duration: 30 Minutes
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Freezing Potion
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A clear liquid with white flecks that turns extremely cold when exposed to air. It is often used at parties or dinners to soak bottles of white wine in to chill them.
Tier: 2
Immunity: No
Tolerance: No
Conditioning: No
Antidote: No
Detectable: Effects
Magic: No
Duration: 30 Minutes
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Gramma’s Sticky Stuff
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A thick, white liquid that becomes incredibly sticky and stretchy when it touches any non-vitreous (non-glass) surface. It is often used to paste paper together; however, it is not strong enough to paste anything heavier, such as wood. Once dry, it forms an adhesive bond. It will not stick to skin when dry, and can be peeled off the fingers - it does, however, stick to clothing permanently.
Tier: 1
Immunity: No
Tolerance: No
Conditioning: No
Antidote: No
Detectable: Smell
Magic: No
Duration: Permanent
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Moonlight Extract
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A glowing ink available in a variety of colors. This ink glows in the dark for the same amount of time that it has been previously exposed to light. It is sometimes carried in vials around the neck as jewelry and sometimes used for tattooing.
Tier: 2
Immunity: No
Tolerance: No
Conditioning: No
Antidote: No
Detectable: Sight
Magic: No
Duration: Permanent
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Preserving Salts
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An extremely useful substance since refrigeration is non-existent and ice can be difficult to obtain, Preserving Salts are used to preserve organic materials, typically food. When added to water, the Salts soften and expand into a gelatin that food can then be covered with or submerged in. The process is similar to brining, but the preserved matter will maintain its freshness for two weeks without a change in composition, flavor, color, or smell.
The material to be preserved must be entirely covered with the Salts. Any exposure to air will rot over time. It is non toxic when ingested. Understandably the Salts are very popular with cooks and have even found a niche with morgue workers who need to preserve bodies for criminal investigations.
Tier: 2
Immunity: No
Tolerance: No
Conditioning: No
Antidote: No
Detectable: Appearance
Magic: No
Duration: 2 Weeks
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Providence’s Nectar
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A frothy, thick red potion that relieves hunger. It comes in a variety of flavors, has a delicious flavor, and gives the imbiber a very satisfied 'full' feeling.
Nectar is often used by people who are exploring caves or far-off reaches of the various Isles, so that they don't have to carry as much food with them.
However, the full feeling is not a substitute for proper nutrition; it is possible to starve while taking Providence's Nectar, and in fact several cases of extreme starvation have been reported in young women who are using the potion as a way to lose weight, one case ending in death.
Tier: 2
Immunity: No
Tolerance: No
Conditioning: No
Antidote: No
Detectable: Flavor
Magic: Yes
Duration: 24 Hours
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Purify
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A thick, viscous liquid that will change saltwater into fresh water. Only one drop of this brown potion is needed in a gallon of saltwater to remove all the salts and provide fresh drinking water.
Purify is popular with explorers and sailors for emergencies on long journeys. It is rarely used outside of a an emergency situation due to the fact that prolonged use can build up harmful toxins in your system that will eventually lead to poisoning.
Undiluted Purify is toxic to ingest, but it has a powerful, easily recognized earthy flavor, it is hard to use in an intentional poisoning.
Tier: 3
Immunity: No
Tolerance: No
Conditioning: No
Antidote: No
Detectable: Flavor
Magic: Yes
Duration: Permanent
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Rat Food #414
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Black and brown pellets that attract rodents from up to a half-mile away. When ingested in sufficient quantities, these pellets are deadly to vermin. If ingested by humans it can make an adult sick and kill a small child.
Tier: 2
Immunity: Yes
Tolerance: Yes
Conditioning: No
Antidote: No
Detectable: Symptoms
Magic: No
Duration: Instant
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Shine Oil
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An overnight rust remover and polishing solution for most metals.
Tier: 1
Immunity: N/A
Tolerance: N/A
Conditioning: N/A
Antidote: No
Detectable: No
Magic: No
Duration: Permanent
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Titans’ Cement
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A gritty, grey potion that binds two objects together permanently when applied. Titan's Cement does not work on metal.
Tier: 2
Immunity: No
Tolerance: No
Conditioning: No
Antidote: No
Detectable: Appearance
Magic: No
Duration: Permanent
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Wonder Grow
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A green liquid with darker green flecks that causes plants to grow uncontrollably--often to ten times their original size with one vial.
It is important to note that the growth of the plants is so rapid that if too much is used, they often die immediately after the growth from a lack of sufficient nutrients.
Tier: 2
Immunity: No
Tolerance: No
Conditioning: No
Antidote: No
Detectable: Appearance
Magic: No
Duration: Permanent
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| Illegal Substances
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Abyssal Dream
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Abyssal Dream is not only extremely rare, but it is so new that very few people know if its existence. Because of its newness, there are very few details available and most of these details are rumors and assumptions.
What is thus far agreed on is that Abyssal Dream appears to be a derivative of Waking Dream. However, unlike Waking Dream, the victim is susceptible to any command. They can just as easily be commanded to kill themselves as go against their nature.
At this time, nothing else is known.
Tier: 5
Immunity: ?
Tolerance: ?
Conditioning: ?
Antidote: ?
Detectable: ?
Magic: ?
Duration: ?
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Amnesia
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More potent than its relative Grief Takes, Amnesia is also much more dangerous.
Quickly absorbed into the bloodstream, Amnesia creates permanent memory loss. Depending on the amount used, it can cause the forgetting of memories up to a week past. The more administered, the more that is forgotten. It does not however allow the user to target specific memories - it wipes out an entire period of time completely.
Finding the right amount to use can be very tricky and it can only be safely administered by college-graduated healers. The loss of the memories is irreversible, the memories irretrievable.
Tier: 4
Immunity: No
Tolerance: No
Conditioning: No
Antidote: Heavy doses of Forget-Me-Not Candies
Detectable: Symptoms
Magic: No
Duration: Permanent
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Damian's Desiccation
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This pale green dust is a dangerous derivative of the tincture behind a Potion of Alertness. Inhaled, it stimulates a person to a point of fierce alertness, energy, and inability to sleep. However the name of the dust is derived from a side-effect. During the induced period of mania, the user experiences severe unquenchable thirst. Users simply can not get enough to drink. The effects last for several hours, at which point the user falls into a deep, hard sleep unless another dose is taken. The dust has a mildly addictive quality.
Damien’s Dust has been used as an abortive. In the right doses, it causes the uterus to contract and the pregnancy to be lost. This induced abortion is almost impossible to detect due to the similarity to a natural miscarriage.
Prolonged use of the dust leads to death either due to heart failure, lack of sleep, or dehydration.
Tier: 4
Immunity: Yes
Tolerance: Yes
Conditioning: N/A
Antidote: No
Detectable: Symptoms
Magic: Yes
Duration: 2-4 Hors
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Ferrin’s Flame
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A swirling red and yellow liquid that burns violently when exposed to air. Although the substance only burns for a short time, the fire is extremely hot and can cause significant damage to organic and inorganic materials.
Bottling Ferrin's Flame is very difficult and only the most talented alchemists can do so without sustaining severe burns.
Tier: 4
Immunity: N/A
Tolerance: No
Conditioning: N/A
Antidote: No
Detectable: Symptoms
Magic: No
Duration: 2-4 Hours
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Gastronomy Grease
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Developed nearly a century ago by the infamous Draughtian Chef cum Alchemist Chef Auguste Ranhofer, Gastronomy Grease gives the victim the appearance of having severe food poisoning.
The original dishwasher at the restaurant where the Oceanview now stands in Gateway, Rahnhofer had dreams of becoming the Imperial Chef. In an attempt to work his way to the top and discredit his rivals for the position, he developed the Grease.
Though clever application of the Grease, Auguste worked his way up from dishwasher to one of the many chef positions in the Imperial kitchen. He might have obtained the position of Imperial chef itself, had he not in a drunken stupor revealed his Grease to one of the serving men in the kitchen (whose name has long been forgotten). The man used the Grease to get back at nobles who had treated him poorly. It was so successful he shared the formula with his friends, who shared it with their friends, and so on. Soon, the Castle was a battle field of food poisoning. Spoons, cups, tablecloths, clothing, bowls, nothing was spared an application of the Grease, and everyone from servants to the Emperor himself were afflicted for several weeks.
Eventually, when the Grease was discovered, it was outlawed.
A clear, gel-like grease, Grease is absorbed into any porous surface, including skin. Should it be absorbed into skin, it will cause the victim intestinal distress. Within twenty minutes, the victim will have a severe and uncontrollable case of vomiting and diarrhea. The sickness will pass in a few hours, but the victim will be miserable and unable to do nearly anything during that time. Grease is extremely difficult to diagnosis and is often confused with food poisoning.
Tier: 3
Immunity: N/A
Tolerance: No
Conditioning: N/A
Antidote: No
Detectable: Symptoms
Magic: No
Duration: 2-4 Hours
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Love Potion #9
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As indicated by its name, this is the ninth (and most famous) in a series of progressively stronger lust potions invented a century ago by the Master Alchemist Francis Trey.
Number Nine, as it is commonly referred to, is less easy to control than Elyssia’s Essence. The feelings of lust it generates are overpoweringly strong. Those intoxicated on Number Nine lose all self control and engage in uncontrolled sexual behavior.
The potion became illegal when the water supply of a town in Draught was exposed to the drug. When merchants arrived in the town a week later, they found everyone dead of horrific causes that were traced back to Number Nine.
Although illegal, there is a niche market for Number Nine. Nobles in arranged marriages who feel no sexual desire for each other but need to provide an heir often turn to this potion for ‘inspiration.’ As long as the dosage is strictly monitored and administered by a Master Alchemist, Number Nine can be quite useful in such situations. However, any who use Number Nine for this purpose must get special authorization from the Duchess of Draught or the Keeper himself. The manufacture or possession of Number Nine is a criminal offense.
Tier: 4
Immunity: No
Tolerance: No
Conditioning: No
Antidote: No
Detectable: Symptoms
Magic: No
Duration: 1 Teaspoon = 1 Hour
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Naptha
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Naptha is a sticky silver-colored incendiary gel. In combat on both land and sea, Naptha is a thing to be feared. Adhering to whatever it strikes, it sets fire to any combustible matter and is impossible to remove. Inextinguishable, it burns even on water.
It has not been legally manufactured in the Empire since before the Barrier was raised five centuries ago. Originally used in warfare with other countries, the lore surrounding Naptha’s use are horrific. When Naptha strikes human beings the resulting burns are distinguishable from ordinary burns by the fact that they are covered with a viscous black burning magma resembling tar.
When the Barrier was erected, the formulas for Naptha were destroyed and consequently forgotten. Since then, such a veil of secrecy surrounds the production of Naptha that any information relating to it is kept under lock and key. The exact formula for Naptha is considered a Draught secret known only to a small circle of alchemists. Knowing how to make Naptha is as much a crime as possessing it.
Rumor has it that a small amount of Naptha leftover from pre-Barrier days still exists in the hands of the Thieves’ Guild.
Naptha has also been referred to as Abyssal Fire.
Note: Outside the Barrier, Naptha is known as God Fire. Maehdros currently has a monopoly on God Fire.
Tier: 5
Immunity: N/A
Tolerance: N/A
Conditioning: N/A
Antidote: Never-Ending Bubbles
Detectable: Fire
Magic: No
Duration: It burns until extinguished.
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Paradise
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An intense, fast-working drug in the form of a blue powder, Paradise is a more potent, and illegal, form of Euphoria.
The powder is almost never taken by itself (it would likely kill the user if injected directly) but mixed into all forms of drinks. Paradise results in feelings of overwhelming mental, emotional, and physical ecstasy. All of the user’s senses are amplified and everything feels good. Anything of importance to the user no longer has meaning; any sorrows, pains, worries, or regrets wash away leaving the user in a blissful state of being for as long as the high continues.
Paradise is extremely addictive and if taken repeatedly requires increasing dosage to attain the previous high. While under the effects of Paradise, the user loses touch with the physical requirements of their body and the world around them. They might be bleeding to death and not know it.
Although it is rumored that one might build up a tolerance to this drug, it has never been proven. There are, however, cases of overdoses involved with this powder.
Developed by Coleridge Eisenhart approximately 483.
Tier: 4
Immunity: No
Tolerance: No
Conditioning: No
Antidote: No
Detectable: Symptoms
Magic: No
Duration: 1 Dose = 4-6 Hours
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Popeil's Powder
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Made from the dust left behind when certain combinations of potions are evaporated under careful conditions, there are as many variants to Popeil's Powder as there are alchemical potions. Understandably, the process of making the Powder is extremely dangerous and miscalculations and failure often result in large explosions. However, this isn’t the reason Popeil’s is outlawed.
Popeil's Powder is a highly addictive hallucinogenic. When inhaled, even the smallest amount will trigger hallucinations. These hallucinations are extremely vivid, ranging from brilliant sensory experiences to fantastical creatures and situations that have no basis in reality but seem real to the individual experiencing them. There are those who have claimed to have seen the world wrung apart, the cosmos born, and the death of gods.
As the effects of the powder fade, the user will be left exhausted, their muscles shaking uncontrollably. Those who overdose on the powder become trapped in a hallucinogenic Wonderland. If their bodies are not cared from, they will eventually die, otherwise they can live for a very long time. The Powder makes a terrible poison as substantial quantities are needed to kill someone.
Some people claim that Popeil's Powder is a spur for creativity, but its addiction is almost always fierce and fatal. Additionally, the potions used to create it vary widely, and any particular batch can be fatal in and of itself. Although the powder can be mixed in a variety of liquids, it always tastes terrible.
It is said that the original alchemist who discovered the Powder was named Popeil and that he overdosed on a particularly potent batch. Before overdosing however, he catalogued a great many hallucinations in a series of books called The Fifteen Golden Keys which to those outside the Alchemy community are considered little more than the ravings of a madman.
Tier: 4
Immunity: Yes
Tolerance: Yes
Conditioning: Yes
Antidote: Varies
Detectable: Symptoms
Magic: No
Duration: Depends on the variants that were used during it's making. A sedative can be used to calm the imbiber.
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Silent Abyss
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An odorless and tasteless powder that dissolves in any liquid, Silent Abyss causes hideous lucid nightmares similar to the fever dreams that often take root in the afflicted. The drug is so named because the dreams have been compared to being cast into the Abyss.
Not actually a soporific, it instead deepens a person's sleep once they reach the REM phase and keeps them embroiled in hellish nightmares for the majority of their sleep cycle. Silent Abyss numbs the imbiber’s nervous system, thus hindering them from action or sound.
On waking, the victim will have received no benefits from the sleep and are in a state of agitation that, depending on the mental constitution of the individual, may last for hours or days. Perhaps one of the worst side-effects of the drug is that the dreams are extremely difficult to forget; the images lingering in the mind long after the nightmares are over.
When combined with alcohol, it can extend the sleeper's 'rest' considerably, for up to 24 hours depending on the amount of alcohol in the bloodstream when the drug is absorbed.
Even a single night of nightmares has been known to drive those with weaker wills to insanity. Long term exposure to Silent Abyss can destroy a person's physical health, deteriorating the nervous system and rendering limbs useless.
Tier: 4
Immunity:' Y
Tolerance: No
Conditioning: No
Antidote: Potion of Alerness.
Detectable: Symptoms
Magic: No
Duration: 8-24 Hours
Special: Can only be detected by a master alchemist in a person after there's an overdose and the person does not wake up.
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Taint
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A viscous sap-colored liquid, Taint has an analgesic effect on the user. It numbs the senses, body, and mind, decreasing alertness and leaving the individual with a sense of emotional detachment from their surroundings.
Never used in its purest form, Taint must be diluted with a variety of herbs and specialized alcohol before it can be administered. The resulting concoction may be drunk or absorbed through the skin.
Taint is always addictive. An individual must continue taking frequent doses or they will suffer ill side-effects. After the senses have been so numbed, everything becomes harsher and harder to deal with. Sounds seem louder, lights bright, and any little ache is aggravated. If more than 12 hours go between doses, the user’s body will shut down systematically and they will die.
It has been used as both a poison and a drug, though not many would knowingly take Taint. There are a few rare cases of users being weaned off the poison, but the documented processes are extremely dangerous and few Taint addicts would ever willingly subject themselves to the torture.
Taint is extremely rare due to the fact that its principle ingredient is the ooze left behind by deceased demonic entities. There are probably only ten alchemists in all of the Empire even capable of making it due to the complexity of the brewing and the costly components required.
Tier: 5
Immunity: No
Tolerance: No
Conditioning: No
Antidote: No
Detectable: Symptoms
Magic: Yes
Duration: 12 Hours
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Thieves' Serum
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This foul tasting serum allows those who take it to lie without fear of detection. It will not cause an honest person to start lying, but it will enable the drinker to speak falsehoods with the ease as though they were telling the truth. They will not demonstrate any physical signs (sweaty palms, nervous ticks, increased heart rate, etc.). Even the most trained investigator who hears the lies will have no reason to question the speaker.
Because of its nature, this serum is illegal and cannot be distributed without the permission of the Duchess of Draught or the Emperor. However, it is rumored that the Thieves' Guild might have a small supply of it at hand.
Tier: 3
Immunity: No
Tolerance: No
Conditioning: No
Antidote: No
Detectable: No
Magic: No
Duration: 1 Dose = 8 Hours
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Waking Dream
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Waking Dream is an extremely dangerous and highly illegal variation of Mereham's Lavender. Simply being thought to possess the drug or have any connection to it can have a person thrown in jail and brought up on the most severe of criminal charges.
Instead of causing sleep, Waking Dream induces a trance-like state in the victim during which they becomes highly susceptible to suggestion. During this trance, the victim can be forced to think or act according to another person’s will. However, the potion cannot be used to force someone to be self-destructive or defy their basic nature. For example, telling a Purist to sacrifice small children to the Lord of the Abyss will not work.
A victim of Waking Dream will not follow any commands from just anyone. To command the victim, extended eye contact must be made during which the instructions are given. Once the victim has imprinted on the person (usually the one who gave them the potion but not always), they will only follow orders given by that person.
After the potion is imbibed and a command has been given, the victim will do their best to carry out the task. Additional commands cannot be given until the original one is fulfilled or considered failed. The more commands and complexity of commands the victim is given, the greater the chance of their failure. If the person is unable to fulfill a request, they will do as much of the request as they are capable, and then cease all action.
Once the trance has ended and the victim wakes, they will have no memory of the acts they have done or how they came to do them. Instead they will believe they have been sleeping (or sleep walking as the case may be).
In the case of severe overdoses, the victim does not die. Instead, there are documents detailing how victims become a living puppet or zombie, obeying the orders of the one who commands them.
Tier: 4
Immunity: Yes
Tolerance: Yes
Conditioning: Yes
Antidote: No
Detectable: Symptoms
Magic: No
Duration: 6-8 Hours
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| Miscellaneous
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Banshee Dust
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A black and silver dust that, when dispersed into the air, ignites with a ghostly white light and a loud scream, deafening all who hear it for about a minute.
Tier: 2
Immunity: N/A
Tolerance: N/A
Conditioning: N/A
Antidote: No
Detectable: Visual / Audio
Magic: No
Duration: 30 Seconds Max
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Blackman’s Epitaph
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A thick, viscous, clear gel, Epitaph gained its unusual name due to the fact that it became its inventor's final creation, as well as the cause of his demise. The gel is excessively corrosive to organic matter and voraciously dissolves it on contact, sticking and difficult to remove. It can eat through a person's hand in moments, as well as any clothing made from hide or plant, and is only stopped by stone, metal or glass. Nothing was left of Blackman except his belt buckle, nails from his boots, and his glasses.
Tier: 4
Immunity: N/A
Tolerance: N/A
Conditioning: N/A
Antidote: No
Detectable: Not unless there is something left to investigate.
Magic: No
Duration: Until there is no more organic matter to consume.
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Blythe
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A bright purple potion that instantly causes wood to rot and plants to wilt. It is rare that anyone would have enough Blythe to do more than a small amount of damage to a few branches on a tree or one or two plants, and the rot affects only the current season's flower - it does not kill the root of the plant.
Tier: 1
Immunity: N/A
Tolerance: N/A
Conditioning: N/A
Antidote: No
Detectable: Yes, area of rot.
Magic: No
Duration: Until there is no more organic matter to consume.
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Chef Jem’s Garlic Sauce
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A yellow-white potion with flecks of garlic that causes most animals capable of smelling to be repulsed from the drinker-- humans are largely unaffected, although they do smell a slight garlic odor. A warning on the potion label says: May make you irresistible to people who love garlic!
Tier: 1
Immunity: N/A
Tolerance: N/A
Conditioning: N/A
Antidote: No
Detectable: Scent.
Magic: No
Duration: 2-6 Hours
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Demon Soap
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Named for its horrible sulphorous smell, this black paste provides flesh with temporary protection from non-magical fire.
Tier: 2
Immunity: N/A
Tolerance: N/A
Conditioning: N/A
Antidote: No
Detectable: Scent.
Magic: No
Duration: 30 Minutes
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Fuming Cloud Potion
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This potion, when uncorked, creates a thick, harmless cloud, of whatever color the distiller chooses. The cloud is fog-like rather than smoke-like, and obscures vision in an area of roughly ten feet in diameter. The fog dissipates in 15 minutes.
Tier: 2
Immunity: N/A
Tolerance: N/A
Conditioning: N/A
Antidote: No
Detectable: Sight
Magic: No
Duration: 15 Minutes
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Ghost Ink
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Similar to Invisible Ink, ghost ink is known only to alchemists and the variations and their recipes are kept closely guarded secrets. The following types of ghost ink have been recorded, but there are others that are out there:
Firelight: Writing is revealed by candles, torches and other flames.
Moonlight: Writing is revealed only in the moonlight.
Starlight: Writing is revealed to only those who have imbibed a Darksight potion.
Tier: 4
Immunity: N/A
Tolerance: N/A
Conditioning: N/A
Antidote: No
Detectable: No
Magic: No
Duration: Permanent
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Glow Powder
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This fine luminescent powder clings to whatever it touches. It is not bright enough to provide useful illumination. It can be made in several different colors.
Tier: 1
Immunity: N/A
Tolerance: N/A
Conditioning: N/A
Antidote: N/A
Detectable: Sight
Magic: No
Duration: Permanent until washed or worn off.
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Goblin Ink
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Waterproof ink that can not be distorted by water after it dries.
Tier: 2
Immunity: N/A
Tolerance: N/A
Conditioning: N/A
Antidote: N/A
Detectable: Sight
Magic: No
Duration: Permanent
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Ice Powder
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A salt looking substance that will cause water to freeze. One dose will freeze up to one cubic foot of water.
Tier: 1
Immunity: N/A
Tolerance: N/A
Conditioning: N/A
Antidote: N/A
Detectable: Sight
Magic: Yes
Duration: Permanent
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Invisible Ink
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When this powder is added to ink it causes the writing to vanish once it has dried. Applying heat to the parchment makes the ink reappear with the common variety. There is rumor of alchemists who use more rare versions of this powder to communicate with one another.
Tier: 2
Immunity: N/A
Tolerance: N/A
Conditioning: N/A
Antidote: N/A
Detectable: No
Magic: No
Duration: Permanent
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Ironmelt
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Created from an adaptation of Blackman's Epitaph, Ironmelt's name is something of a misnomer, as it is actually highly corrosive to most inorganic materials, such as metal, stone and glass. A thick gel, white, it is completely harmless to the touch, and can be safely contained in wooden vials. It is favored by thieves to melt away locks.
Tier: 2
Immunity: N/A
Tolerance: N/A
Conditioning: N/A
Antidote: N/A
Detectable: No
Magic: No
Duration: Until there is no more substance to corrode.
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Itch
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A favorite of mischievous children, Itch is a very fine powder that causes itching after a short initial period, growing in irritation. It can be easily put into clothing without being noticed due to its fineness and a person will not react for a short time. Not harmful, but extremely annoying, and people have been known to break the skin whilst scratching! The effect is entirely counteracted by water.
Tier: 2
Immunity: N/A
Tolerance: N/A
Conditioning: N/A
Antidote: Water
Detectable: Prolonged sensation
Magic: No
Duration: 2-4 Hours
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Never-Ending Bubbles
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A potion composed entirely of white froth that, when exposed to air, creates a large pile of fire-resistant foam. This potion will stop Naptha from burning.
Tier: 2
Immunity: N/A
Tolerance: N/A
Conditioning: N/A
Antidote: N/A
Detectable: Sight
Magic: No
Duration: 30 Minutes
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Por’s Blindfold
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An ichorous black potion that causes temporary blindness in the drinker. Depending on the dosage, the effects will last from one to six hours. Overdoses can cause permanent blindness.
Tier: 4
Immunity: Yes
Tolerance: Yes
Conditioning: N/A
Antidote: No
Detectable: Symptoms
Magic: No
Duration: 2-6 Hours
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Por’s Earmuffs
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A thick, lemony-yellow potion that causes temporary deafness in the drinker. Depending on the dosage, the effects will last from one to six hours. Overdoses can cause permanent deafness.
Tier: 4
Immunity: Yes
Tolerance: Yes
Conditioning: N/A
Antidote: No
Detectable: Symptoms
Magic: No
Duration: 2-6 Hours
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Potion of Hibernation
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A thick, brown liquid that causes the drinker to fall into a coma that is easily mistaken for death for up to a week. During this time, all body systems slow down so far as to not be detectable with the current healing instruments. This is very similar to the effects of the potion given to Juliet in 'Romeo and Juliet'.
Tier: 4
Immunity: Yes
Tolerance: No
Conditioning: N/A
Antidote: No
Detectable: No
Magic: No
Duration: Up to 1 week
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Reekwind Candies
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Another concoction popular with children, Reekwind candies appear perfectly normal, with a slight after-taste of aniseed. However, after consumption, the target becomes excessively, and potently, flatulent for a period of up to three hours. Over-exposure to the candies can extend this, though it can be counteracted after roughly two hours by a good dose of chalk as a digestive.
Tier: 1
Immunity: No
Tolerance: No
Conditioning: N/A
Antidote: No
Detectable: Symptoms
Magic: No
Duration: 2-4 Hours
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Royal Waters
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A highly corrosive, fuming, yellow or red liquid that can dissolve all metals, even gold. Royal Water is always, always, always kept in its separate components in three vials and combined on the spot - otherwise it would corrode whatever vessel it was carried in.
Tier: 2
Immunity: N/A
Tolerance: N/A
Conditioning: N/A
Antidote: No
Detectable: No
Magic: No
Duration: Until there is no more metal to corrode.
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Sneeze
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Another favorite of mischievous children, Sneeze is a very fine powder that causes sneezing after a short initial period, growing in irritation. It has a faint peppery smell.
Tier: 1
Immunity: N/A
Tolerance: N/A
Conditioning: N/A
Antidote: No
Detectable: Symptoms
Magic: No
Duration: 10-30 Minutes
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Sweet Snare
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This clear potion is both greasy and viscous enough to be sticky (something akin to a cross between petroleum jelly and corn syrup). To humans, it has no scent and is non-toxic. To insects and spiders, it's a powerful attractant and poisonous. The strength depends on the amount used, but it's able to attract creepy crawlies from up to fifty yards away. Although it works to some degree on crop-eating pests, it works best on ants, spiders, flies, roaches and other household pests. Usage depends on the insect to be rid of; some must ingest it and others simply drown in it. Moths are completely immune to its effects.
Tier: 2
Immunity: N/A
Tolerance: N/A
Conditioning: N/A
Antidote: No
Detectable: Piles of dead insects.
Magic: No
Duration: 24 Hours
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Truth Serum
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This serum has the effect of causing some of those who take it to speak freely without regard for what they are saying. It does not so much encourage truthfulness as simply an outpouring of speech without the user’s ability to consciously choose what to reveal and what to keep to themselves. The success rate is variable. The name 'truth serum' is actually a misnomer, because it will not cause people necessarily to tell the truth, and certainly will not prevent anyone from lying.
Tier: 2
Immunity: No
Tolerance: Yes
Conditioning: Yes
Antidote: No
Detectable: Symptoms
Magic: No
Duration: 1 Hour
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Whale Grease
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Pungent smelling clear grease that needs to be applied to the entire body to work properly, but it completely protects the user from hypothermia for one hour. The grease is not water soluble and must be removed with strong alcohol.
Tier: 2
Immunity: N/A
Tolerance: N/A
Conditioning: N/A
Antidote: N/A
Detectable: Scent
Magic: No
Duration: 1 Hour
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Wisp Dust
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A gold and silver dust that, when dispersed into the air, silently ignites into a bright flash that blinds all who watch for about a minute.
Tier: 2
Immunity: N/A
Tolerance: N/A
Conditioning: N/A
Antidote: N/A
Detectable: Scent
Magic: No
Duration: 1 Minute Max
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| Recreational Drugs
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Recreational drugs are those substances used for recreational rather than for work or medical purposes. When taken internally, these substances have a mind and/or body altering effect on the user. Heightened arousal, periods of intense concentration, speed, strength, or euphoria, and other such effects fall into the category of ‘recreational’ drugs.
Recreational drugs are heavily regulated on every Isle, including Draught, and are strictly prohibited in many areas according to local law and custom.
Burning Desire
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This ancient oil has been manufactured for as long as any alchemist can remember. Where it originally came from and who developed it is lost to history. However, it remains one of the most popular alchemical substances to ever be produced. Many Alchemists have their own personal formula for its production that may include some interesting side effects, but the main result is always the same. When rubbed on bare skin, Desire turns every body part it is applied to into an erogenous zone.
Tier: 2
Immunity: No
Tolerance: No
Conditioning: No
Antidote: No
Detectable: Symptoms
Magic: No
Duration: 1-4 Hours
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Carem’s Folly
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An accidental discovery by a healer named Caram, this potion's appearance and smell resembles a common elixir used for curing headaches. Rumor has it that the now infamous Carem did not store the original potion as directed by the alchemist who provided it and the consequential fermentation resulted in what has forever after been dubbed Carem’s Folly.
Drinking Folly causes hallucinations of sight and sound as well as a sense of euphoria. Because of this, it has become a favorite among teenagers who have been known to spike the punch with it during parties. Every few years there is an eruption of use at the University of Pyria resulting in multiple expulsions.
Excessive drinking during a short interval has been proven to cause addiction in some. There are also cases of imbibers who overdosed and as a result hallucinate all the time.
Once Folly has worn off, the effects are similar to a severe hangover.
Tier: 4
Immunity: No
Tolerance: No
Conditioning: No
Antidote: No
Detectable: Symptoms
Magic: No
Duration: 4-8Hours
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Dreamcatchers Delight
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This drug acts as a stimulant that encourages a person to dream fantastical lucid dreams that are easily remembered.
It is popular among young adults who believe that these dreams include glimpses of the future and allow them to know important things, for example, who their true love is, what their careers might hold, and so on.
There is no scientific proof that the drug confers any such ability to predict any seer-type ability. This has not dissuaded those who prefer to believe in its ability to open up the mind.
Dreamcatcher Delight is a white powder, this can be mixed with water or taken directly in the mouth.
Tier: 2
Immunity: Yes
Tolerance: Yes
Conditioning: No
Antidote: No
Detectable: Yes
Magic: No
Duration: 8 Hours
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Elyssia’s Essence
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An extremely popular aphrodisiac created by the alchemist Elyssia. A sweet tasting blue-hued elixir, Essence generates intense feelings of sexual arousal that lasts anywhere from one to four hours per dose.
Arousal generated from the essence is well within the individual's ability to control. It is important to note that while Essence is a strong sexual stimulant, it will not compel the drinker to have sex with someone they find repulsive nor will it force them to commit acts of rape.
Manufacture and sales of this drug is rumored to be monitored, but nothing has been proven and the rumors have not stopped its purchase.
Tier: 2
Immunity: Yes
Tolerance: Yes
Conditioning: Yes
Antidote: Still waters
Detectable: Symptoms
Magic: No
Duration: 1-4 Hours
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Euphoria
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A white powder in its purest form, Euphoria can be dissolved in liquids for drinking or injected directly into the bloodstream, Euphoria results in feelings of intense ecstasy. Nothing bothers the user. Things that seemed important no longer matter.
Can be addictive with repeated use, and repeated use requires gradually larger doses to achieve the same effect. While some people can build up a tolerance to this drug so that it no longer affects them, it takes years of carefully moderated exposure.
Developed by Coleridge Eisenhart approximately 488.
Tier: 2
Immunity: Yes
Tolerance: Yes
Conditioning: No
Antidote: Calming Candies
Detectable: Symptoms
Magic: No
Duration: 2-4 Hours
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Forget-Me-Not Candies
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Originally named Aliaune's Peppermint Memory Stimulation Lozenges by the Alchemist who invented them, these little blue chewable candies are better known by their nickname "Forget-me-not". They are used to promote access to specific blocks of memories.
While effects vary in intensity, these candies help clear a path to memories that are murky or unclear. Once taken, the user need only focus on the time period they are attempting to recall. People have been known to remember long-forgotten childhood memories or a particular face in a crowd.
These candies are useful when taking witness statements to a crime, as they can enhance one's memory of certain recent events. They are also used to reverse the effects of alchemical forgetful counterparts such as Grief Takers.
Tier: 2
Immunity: No
Tolerance: Yes
Conditioning: No
Antidote: Grief Takers
Detectable: Symptoms
Magic: No
Duration: 8 Hours
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Grief Takers
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These crystalline salts cause blocks of memories to be suppressed when their fumes are inhaled.
Grief Takes are often used by those who have suffered heartbreaks or more traumatic experiences and wish to forget them. However, the salts do not allow the user to forget selected memories - instead, they wipe out an entire period of up to two days.
Depending on the dose and frequency of dosage, the memories will return gradually within the next month.
Tier: 2
Immunity: No
Tolerance: No
Conditioning: No
Antidote: Forget-Me-Not Candies
Detectable: Symptoms
Magic: No
Duration: Up to 1 month
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Joy
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A less potent cousin of Euphoria, Joy comes in a powder form that when added to liquid fizzes and bubbles. It is a fairly harmless drug where the user finds everything funny and can't stop giggling. Side effects include bouts of giggling (even at the worst news and most inopportune moment), reduced inhibitions, sociability, and an increased desire to share your happiness with those around you (perhaps by dancing and singing, giving people gifts, expression your great love for them, etc.)
Joy is not strong enough to cause any type of addiction. It will not make the user do anything they would not under normal circumstances consider doing. When the effects wear off, the user will remember everything they did. While the drug may be harmless, some of the situations (and people) that the user may be giggling at are not.
Tier: 1
Immunity: N/A
Tolerance: Yes
Conditioning: N/A
Antidote: N/A
Detectable: Symptoms
Magic: No
Duration: 4-6 Hours
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Object of Affection
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An ancient oil thought to be first produced for the famous courtesan of Emperor Jordan I, Athaysia, Affection causes the wearer to increase their natural production of pheromones, making them more sexually desirable to the opposite sex.
It lasts a matter of hours before naturally wearing off, like any perfume.
Tier: 2
Immunity: No
Tolerance: No
Conditioning: No
Antidote: No
Detectable: No
Magic: No
Duration: 4-6 Hours
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Rapture
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Everything becomes fascinatingly beautiful. Some might think it actually enables some to see the innate beauty in things. It has been used with some success for marriage counseling. Overdosing on Rapture has the opposite reaction; everything becomes horrifically ugly.
Tier: 2
Immunity: N/A
Tolerance: Yes
Conditioning: N/A
Antidote: N/A
Detectable: No
Magic: No
Duration: 4-6 Hours
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| Magical Compounds
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Bernard's Instant Relocator Elixir
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The Relocator Elixir is a legend among alchemists; the sacred cow that they speak of with awe and wonderment. Few outside the profession know if it, but the legend goes something like this:
Bernard was an Alchemist who lived in the early part of the second century before the Barrier was erected. Of common birth, he cared a great deal for the plight of his common men and women. He dedicated his life’s work to making their lives easier. Although he developed many practical potions during his lifetime (some still in use today), he is most remembered for his Instant Relocator Elixir.
Originally designed as a means of instant travel between places for the Common Man, the Elixir has never been perfected. Bernard vanished before he could finish the formula.
In true Draughtian fashion, Bernard used himself as a test subject. No one knows exactly what happened to him or where he went after he drank the elixir; according to his apprentice Bernard simply vanished.
Rumor has it that the leftovers from the original batch of the Relocator Elixir were bottled immediately, but then vanished themselves. There are those who believe that if they do exist they are in the Emperor's treasury. The formula to manufacture the Elixir has never been found and is believed to be destroyed. What happened to Bernard, his elixirs, his formula, and even his apprentice (who is never mentioned again outside this incident) is wildly spectulated even today.
Tier: 5
Immunity: ?
Tolerance: ?
Conditioning: ?
Antidote: ?
Detectable: ?
Magic: ?
Duration: ?
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Jump
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This sweet-tasting potion enables the imbiber to leap great distances for a short period of time. The side effects include nausea, vomiting, and extreme joint aches. Overdose is possible and results in extremely brittle bones that break easily.
Tier: 3
Immunity: N/A
Tolerance: N/A
Conditioning: N/A
Antidote: N/A
Detectable: Yes
Magic: Yes
Duration: 5 Minutes Max
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Levitate
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Levitate enables the imbiber to slowly levitate up off the ground at a rate of 10' per minute for each tablespoon consumed. The user has no control over speed, distance, or direction.
Tier: 3
Immunity: N/A
Tolerance: N/A
Conditioning: N/A
Antidote: N/A
Detectable: Yes
Magic: Yes
Duration: 10 Minutes Max
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Minotaur's Strength
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More potent then the non-magical enhancement potion, Minotaur's Strength grants the user tremendous strength for a brief period of time. The potion is not without side effects however. As soon as it wears off, the imbiber will collapse from exhaustion into a near coma-like state. Minotaur's Strength can also be addictive.
Tier: 3
Immunity: N/A
Tolerance: N/A
Conditioning: N/A
Antidote: N/A
Detectable: Yes
Magic: Yes
Duration: 10 Minutes Max
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Troll Juice
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More potent then the non-magical enhancement potion, Troll Juice grants the user tremendous stamina for a brief period of time. For example, the user can withstand twice as much physical damage as normal, run twice as far, hold their breath twice as long, etc. However, the potion is not without side effect.
As soon as it wears off, any physical injuries sustained while under the influence of Troll Juice will apply. For example, if you sustained enough injuries that would otherwise kill you, when the potion wear's off, you will die. Other effects include collapsing from exhaustion into a near coma-like state and being unable to respond to any physical stimuli regardless of how severe.
Troll Juice is addictive.
Tier: 4
Immunity: N/A
Tolerance: N/A
Conditioning: N/A
Antidote: N/A
Detectable: Yes
Magic: Yes
Duration: 10 Minutes Max
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Without a Trace
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The subject or subjects can move through any type of terrain and leave neither footprints nor scent. Tracking the subjects is impossible by non-magical means.
Without a Trace is a powder that needs to be mixed into a paste and spread over the entire body. The drawback of this potion is that it does not work on clothing.
Tier: 3
Immunity: N/A
Tolerance: N/A
Conditioning: N/A
Antidote: N/A
Detectable: No
Magic: Yes
Duration: 8 Hours Max
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| Poisons
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Arsenic
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Originating in the mines in Guardian, arsenic has been utilized by poisoners for many centuries. It particularly affects the brain, causing neurological disturbances and death. In the hands of a Master Healer it can have medicinal value.
Tier: 3
Immunity: Yes
Tolerance: Yes
Conditioning: N/A
Antidote: Yes
Detectable: Symptoms
Magic: No
Duration: Permanent
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Belladonna
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A species of plant that is harvest for its poisonous attributes, belladonna has been used throughout the ages. The symptoms of belladonna poisoning include the complete loss of voice, convulsions, hallucinations, dilated eyes, and death. It has also taken by priests and others who wished to go into temporary trances.
Tier: 3
Immunity: Yes
Tolerance: Yes
Conditioning: N/A
Antidote: Opium
Detectable: Symptoms
Magic: No
Duration: Permanent
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Cyanide
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Not representing a single potion, cyanide is a category applied to a specific type of poison found in many different forms. It is sometimes described as having a bitter almond scent, but it does not always give off an odor nor can everyone detect the scent. Also tasteless, cyanide kills by robbing the blood's ability to transport oxygen ultimately resulting in suffocation. Sub lethal doses cause headaches and dizziness. Individual poisoners have a myriad of ways of harvesting and introducing cyanides to their victims.
- Kyros Blue: One more commonly recognized Draughtian cyanide poisons. A highly lethal poison that dyes the lips of its victims blue.
- Bitter Almond: Often referred to by poisoners as a "crude" or "amateur" poison, Bitter Almond is so named because of the scent which is easily detectable on the breath of the victim.
- Bad Seed: Produced from the seeds of cherries, apples, peaches, and/or apricots, Bad Seed has long been a favorite among food poisoners. It is untraceable.
Tier: 3
Immunity: Yes
Tolerance: Yes
Conditioning: N/A
Antidote: Yes, varies.
Detectable: Yes, varies.
Magic: No
Duration: Permanent
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Foxglove
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Large amounts cause dangerously irregular heartbeat and pulse, usually digestive upset and mental confusion. May be fatal when appropriate dosage is taken.
Tier: 3
Immunity: Yes
Tolerance: Yes
Conditioning: N/A
Antidote: No
Detectable: Symptoms
Magic: No
Duration: Permanent
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Providence Pea
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Made from the Providence plant (named for the shape of the flowers which appear as hands clasped in prayer), these seeds are red with a black spot covering one end. The poisons from the pea can be made into the form of a powder, a mist, a pellet, or dissolved in water. The symptoms of poisoning vary on the method of delivery to the victim.
- Inhalation: Within a few hours of inhaling significant amounts of powdered Providence Pea, symptoms include difficulty breathing, fever, cough, nausea, and tightness in the chest. Heavy sweating may follow as well as fluid building up in the lungs making breathing even more difficult, and the skin might turn blue. Finally, low blood pressure and respiratory failure may occur, leading to death.
- Ingestion: If a victim swallows a significant amount of the peas, he or she would develop vomiting and diarrhea that may become bloody. Severe dehydration may be the result, followed by low blood pressure. Other signs or symptoms may include hallucinations, seizures, and blood in the urine. Within several days, the person’s liver, spleen, and kidneys will stop working, and the person will very likely die.
- Skin and eye exposure: The powder or mist form can cause redness and pain of the skin and the eyes resulting in blindness.
Death usually occurs within 36 to 72 hours of poisoning.
Tier: 3
Immunity: Yes
Tolerance: Yes
Conditioning: N/A
Antidote: No
Detectable: Symptoms
Magic: No
Duration: Permanent
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Tincture of Hypersensitivity
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This tincture increases an imbiber's reaction to allergy-inducing substances. While it will not make a person without allergies suddenly manifest allergies, it will exacerbate the symptoms of someone who already has an allergy. For example someone with a mild allergy to peanuts may find themselves suddenly going into anaphylactic shock. Symptoms include dizziness, swelling of the tongue and breathing tubes, blueness of the skin, heart failure, and death.
Tier: 3
Immunity: Yes
Tolerance: Yes
Conditioning: N/A
Antidote: Potion of Strength
Detectable: Symptoms
Magic: No
Duration: Permanent
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Widowmaker
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Said to be originally developed by an alchemist employed by a noble who could not produce an heir, Widowmaker is a tasteless clear poison that has been used by nobles for centuries to extricate themselves from unsatisfactory marriages. Untraceable, the victim's death is often attributed to a massive stroke or heart attack.
Tier: 4
Immunity: Yes
Tolerance: Yes
Conditioning: N/A
Antidote: No
Detectable: No
Magic: No
Duration: Permanent
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| Vanity
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Cosmetic Stains
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Cosmetic stains come in a variety of colors for uses on different parts of the face, or body. Popular stains are used for eyelids, cheeks, and lips. Temporary, they wash off with soap and water.
Tier: 1
Immunity: N/A
Tolerance: N/A
Conditioning: N/A
Antidote: N/A
Detectable: Appearance
Magic: No
Duration: Until washed off
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Cream of False Youth
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A restorative white cream that removes wrinkles and other signs of aging in small areas (such as the hands or face) for up to two hours when applied to the skin.
Tier: 2
Immunity: N/A
Tolerance: N/A
Conditioning: N/A
Antidote: N/A
Detectable: No
Magic: Yes
Duration: 8 Hours
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No Hair
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An oil that will impede the growth of hair when applied to the skin. Although multiple applications are required for permanent removal, one dose will make the user's hair fall out and not grow back for a week. If ingested, No Hair causes temporary blindness.
Tier: 3
Immunity: N/A
Tolerance: N/A
Conditioning: N/A
Antidote: N/A
Detectable: Symptoms
Magic: Yes
Duration: Varies
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Regrowth
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A potion that is popular among women, especially those who have suffered a bad hair cut. When imbibed, Regrowth causes rapid hair growth.
The only complication with this potion is that it must be ingested and therefore, the growth of the hair is not exclusively on one's head. Over the course of several hours, all the hair on one's body, (i.e. eyebrows, underarms, pubic, etc.) grows at least six inches. Length can vary depending on the dosage and potency of the potion.
Due to the sweet, almond-like taste to the potion, it has been on occasion slipped into people's drinks as a highly embarrassing prank.
Tier: 3
Immunity: N/A
Tolerance: N/A
Conditioning: N/A
Antidote: N/A
Detectable: Flavor
Magic: Yes
Duration: Permanent - Unless cut.
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Skin Softener
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This balm will reduce calluses and rough skin. More potent then the typical topical lotions available on the market, Skin Softener will soften skin and erase rough patches with only a few applications.
Tier: 1
Immunity: N/A
Tolerance: N/A
Conditioning: N/A
Antidote: N/A
Detectable: Flavor
Magic: No
Duration: Varies
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