“There's only one beer left.”
— Anonymous poet
Alchemy is the process of combining Mana and ingredients like herbs, wild mushrooms, crystals, creature components, or anything else you can find out there into many potions, elixirs, or coatings. These must be applied or consumed, with effects that range from seconds to hours.
Unlike Spellcasting or Divinity, alchemy does not require Attunement. Technically, this means anybody can make potions to heal their friends back up to health in a moment and make them explode the next, regardless of their ability to conjure neat party tricks or inscribe glowing runes.
Alchemy is a vast and complex art that demands a solid grasp of its potential. While it is not as powerful as conventional magic and cannot fully replace it, alchemy 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.
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.
Alchemy uses various processes to achieve specific effects in its potions, elixirs, or coatings.
Infusion: The act of bonding mana with a substance to create a new material (e.g., A new metal is made by infusing mana oil into aluminium).
Defusion: Removing mana from a material to neutralise or revert its properties.
Crystallisation: Involves the use of Mana Crystals, which can act as catalysts or stabilisers in complex reactions.
Mixture Synthesis: Combining common compounds (e.g., water, salt, potassium) with mana to create usable alchemical products like potions or balms.
Once these processes have been finalised, the potion has achieved the Alchemist's desired functionality. At this point, various applications can be assigned to a new potion, elixir, coating, or material, depending on their effects. For example:
Minor Health Potion (concept): A basic infusion of mana oil with a compound of water, potassium, and salt, intended to aid in wound recovery and infection resistance.
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.
There are different kinds of Alchemy recipes and potions, which are divided into levels depending on power. Currently, there are only level 0, level 1 and level 2 potions.
Level 0 (Free-to-use; Passive)
These potions do not take up slots because they are entirely passive. It is still only made by Artificers and has to be given ICly. 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)
Level 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.
Level 2 (Apprentice Artificer+ Only)
A higher tier of potions, more refined & powerful. Only Grounded 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 only in vials, this grey, smoke-like cloud serves the same purpose as a smoke bomb, allowing for a quick escape or to deny eyesight in a certain area. Lasts for 5 turns before dissipating.
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, this item results in the individual becoming steadily increased with paranoia [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. Gain minor resistance to slashing damage for 10 turns/actions. As your skin becomes visibly rough and wooden for the duration, it reduces your agility. Cooldown: 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, preventing effective use of shouting, talking, or persuasion.
Level 3 (Expert Artificer+ Only)
A higher tier of potions, more refined & powerful. Only Grounded Artificers can make these, and only the one who made it can use it.
TBA