Nov. 19th, 2017

thunderproof: α΄€ΚŸΚŸ Ιͺᴄᴏɴs ʙʏ METAHUMANS. ᴅᴏ ɴᴏᴛ ᴛᴀᴋᴇ. (Default)


ALCHEMICAL INK
Though not all inks are wrought by alchemy, alchemy provides the finest inks that do not fade or flake over time. A single bottle is useful for hundreds of pages worth of writing.
ALCHEMIST'S FIRE
An alchemically created, highly reactive liquid, stored in a glass vial β€” not unlike a molotov cocktail, but many times more potent. A creature or object struck by the contents of such a vial bursts into flames, taking sustained fire damage until the flames are put out. A creature may end this damage by spending six seconds extinguishing the flames.
ALINDULTH
A pain deadening compound that comes with a euphoric high, this substance is highly addictive. One must ingest the liquid to feel its effects, which numb the user to all pain and systemic ills, including nausea and shock. If a user takes a second dose within three hours of the first, they must have a hardy constitution, or fall unconscious for several minutes.
CAMPSTONE
These small disks of alchemically refined flint are used to start fires quickly. By placing the disk down and placing something flammable atop it, all it takes to start a fire is striking the item with something made of steel. The alchemy refines the flint's natural spark-creating trait, causing it to flare a small fire to life, catching whatever is set on it afire immediately. Each stone has ten uses before it shatters.
CLEANSEWATER
Originally developed by alchemists as a quick and easy way of purifying water for drinking, just a small amount of cleansewater can cleanse a bucketful of water. When applied, the water swirls into a blackish hue, killing bloodsharks and purifying even the most stagnant swamp water. A single dose is enough to cleanse a day's worth of consumable water. Adventurers of course quickly learned that larger amounts of cleansewater can have a devastating effect on aquatic and amphibious creatures. When a dose is added to a body of water, everything within a 20 foot radius is poisoned for one minute.
DARKEYE OIL
Prepared in small glass bottles with thin glass applicator wands, darkeye oil is dropped directly into the eyes. After six seconds of blindness, the user's sensitivity to light is reversed: they can see in complete darkness, while areas of dim light are lightly obscured, and areas of full light are heavily obscured. Exposure to full daylight while these drops are in effect can blind the user if they do not shield their eyes. The drops last for one hour, and if the character is blinded during that time, the blindness lasts for the full duration of the drops.
DRUNKARD'S HEAD REMEDY
A paper packet of powder that is added to hot water and drunk quickly (mostly because of the awful taste), a mug of drunkard's head remedy will stop the nausea, headache, and sensitivity to light and noise that comes from a long night of carousing. It does make the patient ravenously hungry afterwards, however.
EMETIC ELIXER
This emetic, which comes in a bottle with ten doses, does one simple thing: it induces vomiting within twelve seconds of consumption. Once the emetic begins to take effect, it is increasingly difficult to avoid the urge to vomit, though once two minutes have passed the body has processed the worst of the effects.
GLOWPOWDER
This glowing powder (which comes in a tube whose contents can be blown in a 10 foot cone) sticks to what it touches and glows with a dim light about the brightness of campfire sparks. It is useful for searching for the seams and edges of hidden doors or panels when used around an area of no more than 125 square feet. It can also be blown at invisible targets. If the target fails to avoid the glowpowder, it glows in their outline, making them easier to notice.
GRUEL PELLET
Proving that alchemy is often effective if not particularly aesthetically pleasing, a single gruel pellet dropped into a bowl of hot water quickly dissolves and then congeals that water into a mass of lumpy goo of an unappetizing grey-green color. Though it tastes of three-day-old socks, the resulting gruel is very nourishing. These pellets are sold in small pouches with nine pellets apiece — a full day's worth of meals.
HEALING MIST
A gas created through the distillation of spindleweed, Healing Mist is a native Thedosian healing agent. It comes stoppered in glass vials, which can be thrown at the feet of one's self or one allies, upon which the gas will cloud around anyone within its vicinity, healing them. The mist is a potent curative, and is capable of waking up those who have fallen unconscious.
ORICHALCUM
Alchemical gold is created through the refinement of normal gold, broken down in a metallurgical crucible, refined according to alchemical principles, and then reformed into a small one-pound ingot. It gleams a soft orange-gold color that looks as though it is sitting in a pool of sunlight, even in a darkened room. Alchemical gold is both harder and lighter than mundane gold. The creation of orichalc refines and strengthens the normal solar and radiant associations of gold.
PAIN RELIEF ELIXER
A rich syrup that smells of bitter plant oils, this elixir is used to reduce pain and inflammation β€” though it also usually renders the one who drinks it unconscious. The pain reduction lasts for two hours, during which time the patient lapses into unconsciousness. It is possible to have pain reduced and stay conscious, but it is difficult. The time unconscious increases by 1 hour per additional dose consumed by the patient at the same time, and short of a few odd allergies, no one has ever been known to actually take harm from the syrup. The elixir is a very strong-tasting concoction, and a fair amount of it must be consumed to have an effect, which is why it is almost never used for nefarious purposes (as it is very difficult to hide it in food or the like). The unconsciousness fades at the end of the pain reduction period.
PHANTOM INK
Though visible when wet and thus while writing, phantom inks disappear from the page once they are completely dry, and can be brought back to the page only by treating them with a specific technique or ingredient. The particular recipe Adalia employs can be made visible again only through magical illumination. She is also trying to develop a recipe, using the one she already knows as a base, for an ink that can only be illuminated through the use of veilfire.
SLEEPING DRAUGHT
A simple, overly-sweet tasting syrup that tastes of citrus which comes in bottles of twenty doses, often used by those who have trouble getting to sleep or staying asleep. A character under the effects of this elixir finds it difficult to notice disturbances in their environment while asleep, and must often be jostled awake. Its effects fade after eight hours.
SLEEPING GAS
This pellet, capable of being thrown as a projectile, creates a cloud of gas in a 10 foot radius of the point of impact that lingers for eighteen seconds. Creatures affected by the gas are briefly stunned, and then fall asleep after six seconds. For one minute after, only damage or someone taking an action to wake them can rouse them; after that, the sleep is normal, and simple jostling or loud noises can wake them.
SMOKEBOMB
This small clay sphere is filled with smooth powders that react to contact with open air. When the sphere is cracked (which can be accomplished by throwing or stomping on the sphere quite hard), it creates a cloud of acrid smoke in a 20 foot radius, causing the area to become heavily obscured. It lasts for 5 minutes or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
SPARK GRAVEL
Spark gravel looks like small pieces of ashen-white gravel, though the individual pellets are of uniform size. On impact, spark gravel ignites into a flurry of very tiny bursts of white sparks with a small snapping sound. Many adventurers use snap gravel as a sort of proximity alarm, spreading a single dose in a 5 foot by 5 foot area; if anything treads into the area, it sets off the snap gravel. While the snaps aren’t terribly loud, they do echo decently, carrying through dungeon corridors up to two hundred feet away, and they are bright enough to be seen through the darkness for a similar distance. Each preparation of spark gravel yields five doses.
SUREGRIP
This tacky substance comes in a small tub of five applications' worth of gel. It is applied to the hands (and sometimes feet) in order to provide a better grip. A single application lasts for one hour.
TANGLEFOOT
A targeted creature that is hit with this vial of black, fibrous goo is coated in the stuff, which rapidly hardens into sticky strands that inhibit movement. The goo dries out and flakes away entirely in one minute.
WITCHWEED SMOKESTICK
Similar to a regular smokestick, the smoke from this item causes stinging and slight dizziness. Anyone attempting to cast a spell within the area must work to keep their concentration; failure to do so means the spell is disrupted. This smoke lasts for ten minutes, but loses its efficacy against spellcasting after thirty seconds.
WITHERSTALK TEA
Witherstalk tea is an effective preventative for those women interested in primal relations but uninterested in children. Taken daily, it significantly reduces the probability of pregnancy.
CODE BY TESSISAMESS

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thunderproof: α΄€ΚŸΚŸ Ιͺᴄᴏɴs ʙʏ METAHUMANS. ᴅᴏ ɴᴏᴛ ᴛᴀᴋᴇ. (Default)
π’‚π’…π’‚π’π’Šπ’‚, 𝒏𝒐.

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