“There's only one beer left.”
— Anonymous poet
Alchemy is a mystical art that revolves around combining a wide variety of ingredients like herbs, crystals, severed creature parts, or even minerals to produce potent effects in the form of potions, elixirs, salves, decoctions, and much more. It is a vast and complex art, with numerous avenues and paths to explore.
Unlike Spellcasting or Divinity, alchemy does not require Attunement. This means that anyone can brew potions to serve their needs, like closing an ally’s wound in a pinch, or soothing a mad mind. While it is true that potions can be replicated and shared amongst others, there exists a chasm that separates the conventional alchemist from the Grounded Artificer.
The art of Alchemy demands a solid grasp of its foundations, as at further stages its potential surpasses the likes of spellcasting or divination. It also offers unmatched portability and accessibility, making it ideal for those who seek to harness the arcane arts without fully dedicating themselves to the path of magic. Due to the rejection of their ties to flowing mana through the Severance ritual, Grounded Warriors can’t craft or wield alchemy.
Alchemy is a specialised field of chemistry that integrates Mana in various forms—such as mana oil or mana crystals—to manipulate & alter natural elements (flora, minerals, animal parts...) into new, unique substances or materials. These altered substances often possess magical or enhanced properties, making alchemy vital for both practical and mystical applications across Neo Keleva.
Unlike conventional chemistry, alchemy relies on the infusion, extraction, or transformation of mana to achieve reactions and results not possible through mundane science.
The world of Azura is ripe with the worldly flowing energies of mana that transcends flora, fauna, and rock itself. Mana exists in many forms, although alchemy specifically deals with its corporeal form, present in anything from herbs, plants, crystals, to even mystical minerals and severed creatures parts. Mana in its metaphysical or ethereal form is seldom utilized in alchemy because of its volatility and unpredictability, while alchemical creations that mention its usage in metaphysical form are considered fringe and esoteric.
Many recipes will call upon a plethora of ingredients to produce concoctions with far-fetched effects, like the Grounding Elixir. Others may require two or three to solicit simpler reactions. The success of a recipe’s brewing relies on its balance or synergy of mana. Mana balancing is a complex characteristic of the art, and the hallmark of a practiced alchemist.
Each ingredient in an alchemical recipe contains a certain degree of mana, or might even have a scarcity of it. The goal of the practicing alchemist should always be to balance mana throughout the entirety of the brewing process, both to avoid Manacra and the adverse effects of a poorly prepared potion.
Changing the ratios of an ingredient, doubling a recipe, brewing alternatively or forgoing the addition of an important catalyst will all inevitably change a potion’s effects. So, the ratio of amplifiers, stabilizers, dampeners and mana-rich ingredients in a potion are the key to predictable effects.
Mixture Synthesis
The process of Mixture Synthesis is used to describe the fusion of various ingredients to create a composite, heterogenous substance which retains properties of each component yet behaves as one. It’s considered the most basic process of the art, taught to fledgling alchemists as it wholly relies on the rule of mana synergy. Mixtures may act as standalone ingredients for more complex recipes, while amalgamates may even be used as lesser catalysts when crystalized.
One example of simple synthesis would be to combine Aplogretta rind (to invigorate muscles), Butterbell petals (expectorant), and Wringleaf (representative of the land) to create a draught for sailors, refreshing their stamina, which is ideal for the long voyages they might undertake.
Extraction
To draw out a single, specific property from one ingredient while leaving its others behind is known as Extraction. Many plants, fauna, or mana-imbued crystals an alchemist will encounter may sometimes have contradictory traits, making them especially mana-volatile. The process of extraction allows an alchemist to isolate a desired property, through activities like solvent separation or distillation.
By using fire, sieves, or guiding agents like Dried Nozreet, alchemists isolate the essence they seek, discarding all other properties. Of course, extraction is a careful and deliberate craft: one mishap may produce a diluted essence, or worse, an unintended byproduct far more dangerous than the original. However, when successful, it grants alchemists the ability to use ingredients that would otherwise remain too unstable to ever touch a cauldron.
Transformation
Transformation is considered paradoxical, as it is easier to conduct than Infusion but poorly understood in theory. It’s less about separating and more about reshaping and altering the mana imbued within an ingredient. Whereas extraction is a barber-surgeon’s knife, transformation is the sculptor’s hand. The practice itself is surprisingly accessible to those with patience. Alchemists may expose reagents to moonlight, volcanic heat, or counterbalancing ingredients. Plants like Te’tatoe or Adicorn are used as dampeners and stabilizers, redirecting how mana flows and bends towards its new state.
Naturally, such work carries risks: the altered mana can backlash, destabilizing the substance or even exploding into noxious Manacra vapors. But for those who succeed, the process of transformation offers a chance to unlock an essence or two hidden within the ordinary.
Infusion
Lastly, remains the process of Infusion, which is significantly more difficult to pull off than the aforementioned processes as it involves forcibly imbuing foreign corporeal mana into a specific ingredient, granting it properties it would never naturally hold. Virtually all mana-volatile substances cannot undergo successful infusion, as they explode into noxious mana-sickness vapors. The most experienced describe infusion not as coaxing, but as imposition seeing as many reagents will destruct under the strain of the violent union.
Some alchemists choose to employ the aid of a spellcaster channeling Raw Magic, while others insist that they bind the essence with anchors like Crimson Aódhan sap for a more predictable trial. A well-executed infusion carried out by a knowledgeable alchemist can birth wonders: for example, a Spesira Menorea core could be infused with concentrated mana from an Obscuran limb, creating a vine that no longer glows with a soft light but instead radiates a consuming darkness that captures the mana of Tier 1 Spectra summons. Needless to say, failure is ruinous—the reagent might collapse into inert ash, or even erupt into a volatile backlash. Infusion is the crucible of alchemy, while some even consider it the only true measure of an alchemist’s mastery.
Working with mana-altered materials is hazardous. Alchemists must wear protective eye, nose, and mouth gear when making potions, especially when handling the various forms of Mana, which pose a risk of developing Manacra—a chronic, life-threatening mana-related illness. Once a person is affected by Manacra, they will display different symptoms a few days after its onset, which will worsen over three to five years.
Persistent cough and breathing difficulty.
Partial to complete blindness.
Progressive frailty.
Death within 3 to 5 years.
Currently, there is no cure for this illness; only intensive care is available to prolong the user's lifespan to a maximum of 5 years, although this is usually only accessible to nobles or other affluent individuals. Scholars are not yet sure why people develop mana-related diseases, including Grounded Artificers who fail to exercise caution during alchemical processes.
Manacra differs from Mana Decay in that it targets the entire body, poisoning the bloodstream and attacking the arteries. At the same time, Mana Decay affects a specific limb or part of the body and is generally preventable and treatable.
There are different kinds of Alchemy recipes and potions, which are divided into levels depending on power. Currently, there are only tier 0, tier 1 and tier 2 potions.
Tier 0 (Free-to-use; Passive)
These potions do not take up slots because they are entirely passive. Grounded Warriors can not use these.
Purified-Drought Drops: Extracting drops from the Purified-Drought Elixir on a muddied or contaminated liquid turns it into clear drinking water.
Sprout-seed Elixir: Glowing with a dark green colour, the Sprout-Seed Elixir can be poured over any fruit seed or vegetable to grow to its ripeness in a matter of hours.
Potbrew Pellet: A small white pellet that feels akin to wood. When placed into a small container of water, such as a pot or a bucket, it will quickly heat to a boil, not requiring the heat of fire.
Weathermeet Cream: A cream that can be applied directly onto the skin of an individual, provides ample protection against the weather, providing the effects of sunscreen in the heat, and warmth in the cold. (Does not work for severe temperatures)
Tier 1 (Free-to-use)
These must be applied or consumed, with effects that range from seconds to hours. Anyone (except Grounded Warriors) can use one Level 1 potion at any time. You can only carry one potion at any given time, while Grounded Artificers can carry three.
Redroot Elixir: Heals multiple minor injuries (such as shallow cuts) when applied on a limb/portion of the body for over an hour. While healing, the minor injuries are irritated, making the healing process slightly painful.
Gill Growth Tonic: A murky green potion with swirling silver threads. Upon drinking, fine slits emerge along your neck like gills. These gills let you breathe underwater for 1 (OOC) hour.
Nightsight Draught: A silver colored potion which grants night vision for 1 (OOC) hour. Eyes glow faintly while active.
Ironbelly Extract: Grants resistance to minor poisons or spoiled food for 1 (OOC) hour. Once the hour is over, the stomach will become upset, causing stomach aches for the next 20 minutes.
Mindsoothe Incense: A noticeable grey incense stick, when burnt, it releases a smoke that calms the nerves of whoever inhales it. Creating a relaxing and soothing environment.
Blinkbloom Drops: Dilation of pupils to allow better vision in flashes for the next 5 turns. Once it is over, the consumer will experience overly sensitive eyesight toward lights such as a torch, forcing them to look away or cover their eyes for the next 2 turns.
Astro Fall: When consumed, the body begins to feel lighter. When the consumer jumps from a high place once, their body starts to descend at a slower rate and lands gently. This potion is often used to jump off houses and taverns, nothing greater than a castle wall. The downside to taking this potion is that your body is grounded for 1 turn, being laid on the floor before the effects wear off.
Roseguard Ale: A refined brew that tastes vaguely like apples. Upon consumption, vine-like growths with thorns will sprout from the body throughout 1 turn. Once they take root, they will linger for 10 turns. Anyone who pushes, shoves, holds, or grabs onto the person will suffer from the sting of the thorns, unless they are equipped with gauntlets.
Tier 2 (Apprentice Artificer+ Only)
A higher tier of potions, more refined & powerful. Only Apprentice Artificers can make these, and only the one who made it can use it.
Spiral-Eye Oil: This large container of light green oil must be poured over only shortsword, axes, longswords, polearms or morningstars. Once the oil comes into contact with the flesh or blood of an individual, they will become severely nearsighted, preventing them from using ranged attacks. This oil takes 1 turn to activate and lasts for 3 turns. A 5-turn interval of immunity from the oil activates on the individual after its effects wear off, to prevent constant spam of the effect.
Crawl-skin Brew: When the brew is applied to the hands/feet of a creature, it grants the ability to climb solid surfaces akin to a spider. The potion lasts up to 4 turns. While the effects are active, their skin emits a faint chemical musk, removing the ability to wield a weapon larger than a sword.
Palli Glue: Usually contained within a vial, this sticky glue can be thrown at the feet of an opponent, causing them to get stuck and incapable of making quick movements. (Running turns to walking, walking to Crawling, and crawling to Immobile). The Glue lasts for 3 turns before dissipating, but can be diluted by a large amount of water. Individuals stuck in Palli Glue may break out of it, taking 1 turn to do so.
Heartstring Elixir: A more potent healing potion. It can heal deep slashes, stabs, 2nd degree burns when drunk by the user. However, one requires a steady heartbeat and to be away from danger to use it properly (it can only be used out of combat). The effects of the elixir have an effect of lethargy on the user, making them unfit to enter combat (for 30 (OOC) minutes).
Savua Smoke: Contained in small vials, this grey smoke functions as a smoke bomb for escape or vision denial. Upon shattering, it creates a dense smoke cloud within a 15 ft radius that obscures sight beyond 5 ft. The smoke does not cause suffocation, coughing, or burning. It lasts 3 turns before dissipating. A person fully inside the cloud is effectively concealed from those outside the smoke.
Earsplit Dust: Contained specifically within a firecracker. This powder will create a loud boom when ignited. The firecracker that contains the powder will take 2 turns to burn before it combusts and creates a loud “boom”. Those caught will be dazed. Those caught will also be deafened for 2 turns.
Stone Skin: When this potion is consumed, a single limb will increase its density enough to sustain a single stab, crossbow bolt, or arrow. Once the limit is hit, the limb of choice returns to normal. Though the limb can take a hit, blunt weapons bypass this, as they do not pierce the skin. (Can only use 1 per combat encounter)
Night’s Grasp: A poison that, when ingested or within the bloodstream, results in the individual becoming steadily more paranoid [2 turns to get full effect][1 time per combat encounter]. If the poison is digested, this can cause the individual to be affected with fatigue, migraines, and severe uneasiness. It can be diluted with water or herbal ointments that ease the stomach to gradually rid of the effects.
Barkbrew Elixir: Toughens your skin like thick tree bark for 10 turns. Gain minor resistance to slashing damage (reducing shallow cuts to bruising or superficial scrapes). Your skin becomes visibly rough and wooden. While active, your movements become more sluggish, making agile maneuvers, flips, and rapid acrobatics difficult, though not impossible. This does not directly reduce movement speed numerically, but visibly hampers fluid mobility.
Can only be used once per combat.
Breath of Storms: One-time thunderous shout (15 ft. cone-range). Deafens and knocks enemies back. Cooldown: once per combat. Your vocal cords are overworked by the potion, making your voice barely usable for the next hour and preventing effective shouting, talking, or persuasion.
Tier 3 (Expert Artificer+ Only)
A higher tier of potions, more refined & powerful. Only Expert Artificers can make these, and only the one who made it can use it.
Steam Flask: When thrown, this flask creates a 10x5x10 ft cloud of dense steam on impact. The cloud obscures vision within it, limiting sight beyond 5 ft. The steam lasts for 3 turns and can cause immediate 1st-degree burns to exposed skin. Prolonged exposure (remaining inside for more than 1 turn) may result in 2nd-degree burns. If poured onto the ground instead of thrown, the steam forms in a smaller, concentrated area and lasts for 4 turns, causing only 1st-degree burns. The steam does not ignite objects and dissipates naturally.
Rulara’s Luster: Rulara’s Luster is a liquid deep red in color stored in a vial. Artificers require intricate methods to produce this potion. Upon exposure to air, the liquid forms a light, red-tinted mist that extends to a radius of 7 ft. All metals, except those naturally unrusting, found within the mist will begin to rust over the course of 5 turns, becoming rusted and brittle after this time. Armor takes one less hit to dent and penetrate. However, this is temporary, as the armor can be repaired.
Tykonia’s Embrace: A green potion with seeds floating around. Once splashed on an individual, the seeds will embed in any skin or clothing but not in armor. Over 1 turn, the seeds remain dormant. After that period, thick, vine-like strands grow around the target's body and immobilize them for 2 turns. The target can break free in 1 turn.
Archibald’s Abjuration: A recipe recently found recently in the rubble of the Library of Larova. Upon consumption, a thin, semi-transparent, blue bubble cover the user. This effect lasts for 2 turns before dissipating. The abjuration shield can block a single blunt attack before shattering. However, any penetrating attack, such as Swords, Spears, Pikes, and Daggers, can break through the shield and damage the user.
Melding Flux: A potion that causes intense bursts of wind in the air, able to pull chainmail inwards and outwards to damage the armor. Upon being hit by this potion, Gambeson and Chainmail will be irrevocably damaged where hit. When hitting bare flesh, it will cause minor lacerations. Upon hitting iron plate armor, it will cause three dents. Upon hitting steel plate armor, it will leave one dent on the armor. Melding Flux may only be used once per fight.
Aódhan Bite: Collecting the sap of an Aódhan tree and mixing it with other potent ingredients reveals this dark red mist. Upon inhalation or contact with the eyes or mouth, it can cause them to tear up, and even a coughing fit if they don't have the correct facial coverage, making this potion dangerous if used at the wrong time.
Tier 4 (Master Artificer Only)
The highest tier of potions, the most powerful ones. Only Master Artificers can make these, and only the one who made it can use it.
Almanner Ear Elixir: By drinking this dark purple elixir, one can understand and translate the words of another language, as long as they are hearing it. It leaves a lasting drying effect on the mouth, especially the tongue, making it harder to speak. They can understand up to 5 lines of dialogue from a single dose of the elixir. One cannot understand dead languages.
Wrought Flesh: A horrible-smelling brew of nature's most natural and gross ingredients. Wrought Flesh can be poured directly onto wounds to heal them over the course of 2 turns. This can heal most lacerations. It is capable of healing fractures, and small bone breaks, such as fingers. Once applied, it will grow what appears as necrotic skin, but over time, will return to its normal, fleshy state.
Those who are healed with this brew will feel nausea and dizziness after 1 use.
Those who are healed with this brew will feel extreme nausea, dizziness and fatigue after 2 uses.
Those who are healed with this brew will pass out after 3 uses.
Everburn: An orange concoction with shimmering specks. Upon coming in contact with air, the mixture will smoke, then ignite. Upon contact with air, this liquid will rapidly begin to combust, taking 1 turn to do so. When it does so, the liquid turns to a black sludge and deals consistent 2nd-degree burns. If prolonged for more than 5 turns, it deals 3rd-degree burns. This fire can be put out with large amounts of water.
Vitane: Potent and outlawed in civilized places, Vitane is capable of chewing away at both wood and flesh. Able to dissolve a chunk of wood over the course of 6 turns. Any flesh exposed to the acid will begin to melt and bubble; in 2 turns it will leave 2nd-degree burns, in 3 turns it will leave 3rd-degree burns. The acid is also capable of seeping through iron and steel Chainmail links, but not plate.
Banquet Brew: A cruel potion created with salts and oils. The brew may be poured onto weapons. However, once blood is drawn with the effected weapon, a very thin layer of salt will be thrown upon the wound. If poured on a blade or other weapon, the brew will last for 2 swings worth, and will need to be reapplied after that. The salted wounds last for the duration of the fight.
Flectris: A unique and helpful metallic creation. Flectris is a lightweight and malleable metal with extremely high tensile strength. Capable of being bent and twisted with ease, it makes for a good alternative to rope. It’s far too strong to be broken with just a few strikes, and cannot be cut normally.