Alchemy is the ability to brew a variety of potions and liquids from various ingredients that have a variety of effects.
Alchemical preparations come in the following mutually-exclusive forms;
- Ingestion - This is the most common method, the potion is taken internally in its entirety. To add an ingested potion to a drink, with no obvious signs, requires the appropriate "Make Potion" skill or "Venom Use". Unskilled poisoners may apply the potion though the application will be obvious. Partial consumption of a potion has no effect.
- Blade Venoms - This is used to apply a variety of potions to the target. Venom can be applied to any weapon or arrow/bolt. To apply a venom successfully requires "Make Venom I" or "Venom Use" skills or the ability to make that venom. Once applied the potion lasts until the weapon is sheathed, or the next blow with the weapon, or any other appropriate roleplay, or for the five minutes, whichever is sooner. The blow that delivers the potion must deal hit point damage for the potion to be effective. Once envenomed the weapon can be wielded by any character.
Potions have a volume of 10ml. Each potion must be kept in a separate container.
All potions have a duration of 5 minutes unless otherwise stated (healing, venoms and poisons are instantaneous).
In order to make a potion a character must have the required skill, spend the required time and provide the required ingredients.
Each character with the Alchemy skill has a garden which produces, for free and without their interaction, 7*alchemy level ingredients at the start of each event they attend. These ingredients expire at the next refresh unless in a stabilised potion. A character may not stabilise more than a single refresh-worth of their ingredients in a week.
Ingredients can only be used by the person whose garden they come from. Multiple alchemists working together can combine their ingredients to make a potion any of them can make. (Generic ingredients able to be used by any alchemist may exist, and might be found by adventuring.)
Potions can be made either in uptime or downtime, and take 1 minute to manufacture. Making a potion requires a number of ingredients equal to the level of the potion + 1 (so a 4th level potion requires 5 ingredients).
Potions last for 30 minutes after manufacture before they curdle and become unusable. This can be extended to a week by addition of Stabilising Salt, which can be purchased at a price set by the refs. One unit of Stabilising Salt is required per ingredient.
An alchemist with the Preserve Potion skill and the knowledge of how to make the potion can make a Stabilised potion last a further week by adding to it half the number of ingredients that would be required to manufacture them rounded down. (This means that characters able to preserve potions will be able to build up stocks to a maximum of almost double their normal weekly production, given sufficient time.)
For description of the effects of specific potions see the Potion List document.
Each character with the Herb Lore skill is assumed to go foraging and obtain, automatically and for free at the start of each event they attend, 4*level in Herb Lore ingredients, which expire at the end of the event.
Herb Lore ingredients work as alchemy ingredients, with two exceptions: they can be twisted together to make potions instantly, rather than requiring a minute's preparation; and they cannot be Stabilised.
Alchemy and Herb Lore ingredients can be combined, in which case the resulting potion takes a minute to prepare and cannot be Stabilised.