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 Fundaments of Alchemy with Annexed Potionary

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PostSubject: Fundaments of Alchemy with Annexed Potionary   Wed Oct 07, 2009 5:12 pm

The Great Tome of Alchemy

What is alchemy?

Alchemy is the science of life, the science of truth and the science of mystery. Alchemy could be referred to as a branch of magic, although alchemists do not require magical training or skill to be able to perform alchemy.

The philosophy of alchemy is to seek knowledge, immortality, and infinite power, achieved none other than by rigorous study, practice and research. Alchemy seeks to understand nature and it's mysteries, but most importantly to be able to harness it to one's potential. Alchemy seeks to break the boundaries of the mundane and the common in order for the new to take place.

The Laws of Alchemy.

Alchemy, even though it seeks to go beyond the limits of human knowledge, it cannot go beyond the limits of our physical universe. Alchemy has the following fundamental laws, that are of absolute compliance by the natural world, and that rule the universe, everything on it move, live, die, change, and otherwise exist according to these rules.

1) To every action there is an equal and opposite reaction

Everything that is and has been ever done has had a cause and effect. When one walks, one does not push itself to go forward, one pushes the ground for the ground to retaliate. In reality, pushing an object causes the object to push back with the exact same strength that it was afflicted. No action, regardless of how miscellaneous and trivial, has no reaction.

2) Nothing is lost, everything is transformed.

Matter is never lost. Matter can not ever be destroyed, it simply transforms into another type of matter. When paper burns, it only transforms into ashes, it does not disappear. When heat is used to combine two metals, both are turned into a single, different type of matter.

According to this rule, too, nothing can be created out of thin air. An alchemist must have a source in order to create something new. A source of equal value to the creation.

3) Effects are unavoidable

One cannot prevent a kick from bending a sheet of metal. It is only possible to attempt to make the sheet straight again by applying the same force, or by melting and forging the sheet straight again. The effects caused by any sort of action are unavoidable, it is only possible to attempt to diminish them, they can never be nullified.

4) Perfection is unattainable.

Irregardless of how carefully constructed a system is, it is not possible for it to work flawlessly indefinitely. Although it is possible to go near perfection by dedication and hard work, it will never be possible to create something absolutely flawless, for it is bound to fail at some point

Fundamental Concepts.

Magic: The concept of magic to alchemy differs from it's standard notion. In alchemy, magic is the amount of energy required to transform matter into another.

Latent power/magic: The capability of an object to use it's energy as magic

Potion: A combination of substances that possesses latent magic.

Reaction: Anything that produces a magical outcome. They usually happen between poorly magical objects and highly magical objects.

Element: One of the many possible manifestations of magic. The combination of elements are what produces everything in nature. While several elements are known to mankind, there are still many, possibly thousands of elements still to be discovered. Liquid water for example, is formed with air and water elements.

Elements have three major types. Metals, non metals, and semi metals. All things that exist can be classified under

Van Hausen's Law:[/b Large bodies of magic are prone to move to smaller ones. Magic always heads from major to minor magic density ( Amount of magic in a volume ). This should mean that a point of magical equilibrium, where two bodies of magic are of the exact same magical density will at some time be reached.

[b]Chang's Fundamental Law:
As new matter is created, magic is constantly moving, thus equilibrium is impossible under all circumstances. All things are prone to lose and to gain energy.

Vittellio's Theory: The amount of magic in the universe is constant, however it shifts constantly. Magic can never be destroyed, only transformed.

Theory of Age: The amount of magic stored within a single object will increase as long as it remains static. This is the origin of powerful, ancient objects, magical swords and the like.

Alchemy in Life

Alchemy exists in all things in life. It is due to alchemy that we move, it is due to alchemy that we breathe, it is due to magic that things exist. Magic exists in everything, one way or the other, and even though it isn't directly apparent, magic is the origin of almost everything in the world.

But however, in a much smaller scale, you may be asking, how does magic affect me? Well, it does in many ways that you don't even imagine. Magic is the reason of many biological processes, from things as fundamental as hunger and eating, to those as extense as aging, and child birth. In this chapter we will attempt to explain how is magic involved, and it's importance and use on everyday life.

Wrinkles: One of the simplest examples of the effects of magical loss in the body. Wrinkles are simply creases on the skin, caused by fluctuation of magical energy from the skin to the outside. This happens naturally due to aging ( The skin is a notoriously bad magic conductor, it loses it's magic quite easily ), and due to Van Hausen's Law, this lost magic is transferred to your surroundings.

However, this is a quite lengthy process. This is why we're going to use for an example a faster way to obtain wrinkles, by being submerged in water. The reason why one's skin, specially around the fingers which are the body's most important magic excreter. This is simply the sublimation of your body's energy in the water that surrounds you. Water possesses almost no magical qualities, while your body has a quite large amount of magic. Van Hausen's law applies here, your magic is transferred to the water, taking it off your skin, skin loses it's magical volume, is reduced in size, and thus, wrinkles happen.

When you're young, this wrinkles vanish easily as your body takes magic from your surrounding quickly, again due to Van Hausen's law.

Alcoholic Beverages: Both the production and the consumption of alcoholic beverages present a magical reaction. The reason why certain foodstuffs are able to be made into alcohol if left to age is due to their material being an excellent magic conductor, and due to the theory of age. The more they age, the more magical energy they adquire. Afterwards, when someone drinks an alcoholic beverage, the burning sensation one feels going down one's throat is simply the magical energy of this drink being transformed into heat by the body.

Last edited by kamaitama on Wed Jan 06, 2010 10:33 am; edited 2 times in total
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PostSubject: Re: Fundaments of Alchemy with Annexed Potionary   Sun Feb 06, 2011 6:36 pm

All work of the late Munroe.

Basically, a list of potions inspired by (believe it or not) a dream I had. It was a very weird dream.

Side-Effects only affect the user. The potion's intended effects are listed in the description. The actual color of the potion is the same as the color of its name.

Taking potion suggestions! Open to comments and criticism! Taking ideas for ingredients! Taking price suggestions!

Quote :
1 Thimble: A thimble-sized vial of fluid.
4 Thimbles = 1 Vial: A small vial of fluid.
8 Thimbles = 2 Vials = 1 Flask: A decent-sized flask of fluid.
16 Thimbles = 4 Vials = 2 Flasks = 1 Bottle: A bottle of fluid.

A Bottle is the largest unit of potions available for purchase. Typically, a Bottle of a potion is a fatal overdose. Most people who lack an inhumanly strong constitution will die. If you consume more than a bottle you will either die (if a bottle is a fatal overdose) or there will be no effect.

To make a potion, you must be at the proper skill level in alchemy. While there are no official skill levels, this guide has 6 general categories that will give you a general idea of where you need to be:
  • Amateur - A child playing with a chemistry set could create this. Basic, common ingredients, quick and easy to make.
  • Novice - Requires rudimentary knowledge of alchemy to make. Common ingredients, and a moderate preparation.
  • Professional - For seasoned alchemists. Some lesser-known ingredients, and a challenging or lengthy preparation.
  • Adept - For highly skilled alchemists. Many lesser-known or uncommon ingredients, and a difficult preparation.
  • Expert - For top-notch alchemists. Made with mostly uncommon ingredients, with an extensive and tricky preparation.
  • Master - For alchemists that have almost complete knowledge of alchemy. Highly rare and obscure ingredients, and a preparation process both long and extremely complex. Very few can achieve this level.
  • Genius - For alchemists far ahead of their time. These potions not only use incredibly obscure and possibly even unique or impossible-to-obtain ingredients, they are also impossible to make by conventional means. Even masters would be given much trouble by these.

Potion prices are measured in currency units per vial-sized dose. A thimble would therefore be roughly 1/4th the price, a flask would be 2 times the price, etc.

Common side-effects have a 50% chance of appearing. Uncommon side-effects have a 20% chance of appearing. Rare side-effects have a 1% chance of appearing.

Unmarked side-effects are there for humorous purposes (though may actually occur).

To roll for effects:
Use a 100-sided die. If you land on a(n)...

Even number - Common side-effect occurs

Multiple of 5 - Uncommon side-effect occurs

Multiple of 10 - If there are still Common side-effects to choose from, pick one. If not, choose an Uncommon side-effect.

100 - Rare side-effect occurs

If you roll a side-effect, roll again. Continue rolling until you get no side-effects. If during this process you run out of effects of a certain type, continue rolling and don't add anything. Every time you roll a side-effect, roll again using a die with a number of sides that corresponds to the number of that type of side-effect to choose which of them is applied.

Asterisks (*) mark recommended dosages. For every amount over a recommended dosage, repeat the dice-rolling process.

*** John Smith consumes Cat. John rolls a 100-sided die.
*** John Smith rolls a 2. John receives a Common side-effect.
*** John Smith rolls a 2-sided die, because there are two Common side-effects from Cat.
*** John Smith rolls a 1. John receives Temporary Blindness, the first Common side-effect listed.
*** John Smith rolls again.
*** John Smith rolls a 100. John receives Permanent Blindness.
*** John Smith rolls again.
*** John Smith rolls a 3. John receives no further side-effects.
*** John Smith is rendered blind by the potion, but discovers after the potion's duration that his blindness is permanent. Woe is John.

Quote :


Elixir of Cerberus


Inferian Brew


Spirit of Kerodil

Tawny Owl


Quote :


Dreary Deception

Free Sight

Greater Transmutagen

Partial Guise

Plain Sight

Potion of Invisibility


Quote :



Crippling Spirit


Death Perception

Swamp Bite

Twin Moon (Colorless)

Quote :



Quote :

Elixir of Health

Greater Healing Potion

Healing Potion

Tyr's Grace

Sleeping Potion

Tears of the Righteous

Quote :

Elixir of Verse

Icarian Flight

Liquid Luck

Nature's Touch


How Potions Work

The following explanation is very basic. This is the gist of how and why potions work and follow the laws of alchemy set forth here.

Potions are, as you may or may not know, brewed by alchemists by mixing ingredients. The ingredients of potions are extremely diverse, but usually have one thing in common: they contain energy, in the form of actual chemical bonds or magical energy. A type of plant whose roots have an affinity for magic will probably wind up in a potion. A poisonous substance formed by pure chemical mixing may find its way into a potion, and (unfortunately) your drink. The energy is released when a person digests the potion, and is manipulated by the alchemist to produce the desired effect. The energy does not last forever; typically more potent effects consume more energy and thus last a shorter time. Ingredients with high amounts of stored energy are generally harder to find in nature, or require extensive manipulation to create and use. Thus, the more potent and powerful a potion is, the more rare its ingredients are, the more difficult it is to produce, and so, the more expensive it becomes. Some alchemists use magic to create their potions or ingredients, but this is not a requirement for alchemy; it only serves as a shortcut. The slightest mistake or deviation could yield disastrous results.

Side effects are caused by the energy in the potions have unintended effects. Sometimes a potion will run out of energy and be unable to reverse whatever condition the drinker is in, and sometimes the energy can be overabundant and cause permanent damage. Each person's unique physiology and traits also contribute to side-effects.

The actual processes will not be explained here, as they are highly complex and to be honest, I don't even know them myself. What would the point of that be? This is here just to answer some questions you might have.

Last edited by Xeloras on Sun Mar 20, 2011 7:56 pm; edited 1 time in total
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PostSubject: Re: Fundaments of Alchemy with Annexed Potionary   Sun Feb 13, 2011 3:53 pm

Suggestion time!


Skin Balm


Quote :
Rha'Lusk of the Barkmane: Da cub also 'ave funny fur color...
Casandra Lepela: I'm not furry...
Rha'Lusk of the Barkmane | Cpt.Moottorimarkka ® [LOOC]: Phahahahah
*** Niphsus Ralcourt looks towards Casandra's hair, saying "Sure you don't.."
Niphsus Ralcourt: Aren't..

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